1 WYDZIAŁ FILOLOGICZNY UNIWERSYTETU ŚLĄSKIEGO W KATOWICACH INSTYTUT KULTUR I LITERATUR ANGLOJĘZYCZNYCH FILIP JĘDRUSIK NR ALBUMU: 303567 STRUKTURA FABULARNA ZADAŃ W GRZE WIEDŹMIN 3: DZIKI GON W ODNIESIENIU DO XX MASTER PLOTS: AND HOW TO BUILD THEM RONALDA B. TOBIASA PRACA DYPLOMOWA (LICENCJACKA) IMIĘ I NAZWISKO PROMOTORA: dr Bartosz Stopel SOSNOWIEC 2018 R. 2 FACULTY OF PHILOLOGY UNIVERSITY OF SILESIA IN KATOWICE INSTITUTE OF ENGLISH CULTURES AND LITEATURES FILIP JĘDRUSIK STUDENT INDEX NUMBER: 303567 THE WITCHER 3: WILD HUNT’S QUESTES’ PLOT STRUCTURE IN REFERENCE TO XX MASTER PLOTS: AND HOW TO BUILD THEM BY RONALD B. TOBIAS B.A. PAPER ADVISER: dr Bartosz Stopel SOSNOWIEC 2018 R. 3 Słowa kluczowe: video games, narrative, plot structure, The Witcher Oświadczenie autora pracy Ja, niżej podpisany/-a: Filip Jacenty Jędrusik autor pracy dyplomowej pt. „STRUKTURA FABULARNA ZADAŃ W GRZE WIEDŹMIN 3: DZIKI GON W ODNIESIENIU DO XX MASTER PLOTS: AND HOW TO BUILD THEM RONALD’A B. TOBIAS’A” (“THE WITCHER 3: WILD HUNT’S QUESTES’ PLOT STRUCTURE IN REFERENCE TO XX MASTER PLOTS: AND HOW TO BUILD THEM BY RONALD B. TOBIAS”) Numer albumu: 303567, student Wydziału Filologicznego Uniwersytetu Śląskiego w Katowicach, kierunku studiów filologia angielska, specjalności Projektowanie rozrywki interaktywnej oraz lokalizacja gier i oprogramowania (Sprint-Write) Oświadczam, że ww. praca dyplomowa: została przygotowana przeze mnie samodzielnie1, nie narusza praw autorskich w rozumieniu ustawy z dnia 4 lutego 1994 r. o prawie autorskim i prawach pokrewnych (tekst jednolity Dz. U. z 2006 r. Nr 90, poz. 631, z późn. zm.) oraz dóbr osobistych chronionych prawem cywilnym, nie zawiera danych i informacji, które uzyskałem/-am w sposób niedozwolony, nie była podstawą nadania dyplomu uczelni wyższej lub tytułu zawodowego ani mnie, ani innej osobie. Oświadczam również, że treść pracy dyplomowej zamieszczonej przeze mnie w Archiwum Prac Dyplomowych jest identyczna z treścią zawartą w wydrukowanej wersji pracy. Jestem świadomy/-a oświadczenia. odpowiedzialności …………………………………. Data karnej za złożenie …………………………………. Podpis autora pracy uwzględniając merytoryczny wkład promotora (w ramach prowadzonego seminarium dyplomowego) 1 fałszywego 4 CONTENTS INTRODUCTION................................................................................................................... 5 CHAPTER 1 .......................................................................................................................... 9 1.1. General analysis................................................................................................... 9 1.2. Quest ..................................................................................................................11 1.3. Adventure...........................................................................................................13 1.4. Action-based plots ..............................................................................................15 1.5. Conflict-based plots ............................................................................................19 1.6. Transformation-based plots ................................................................................21 1.7. Love-based plots .................................................................................................25 1.8. Event-based plots ...............................................................................................27 1.9. Conclusion ..........................................................................................................29 CHAPTER 2 .........................................................................................................................31 2.1. Introduction........................................................................................................31 2.2. Quests with elements of Quest plot ....................................................................31 2.3. Quests with elements of action-based plots ........................................................34 2.4. Quests with elements of conflict-based plots ......................................................38 2.5. Quests with elements of transformation-based plots ..........................................39 2.6. Quests with elements of love-based plots ...........................................................41 2.7. Main storyline.....................................................................................................43 2.8. Conclusion ..........................................................................................................46 BIBLIOGRAPHY ...................................................................................................................49 SUMMARY IN ENGLISH .......................................................................................................51 STRESZCZENIE W JĘZYKU POLSKIM (SUMMARY IN POLISH) ................................................52 5 INTRODUCTION This paper aims to analyse plot structures formulated by Ronald B. Tobias in XX Master Plots: And How to Build Them through comparison with structures of universal genres presented by Patrick C. Hogan in How Author’s Minds Make Stories, and further with storyline of The Witcher 3: Wild Hunt2. The main intent of this paper is to answer the question of how quests in The Witcher 3: Wild Hunt, developed by a Polish video game studio CD Project Red, interpret and modify Tobias’ prototypical plot structures. The modifications involve switching the order of stages, removing and adding those from other genres, as well as creating new stages that do not exist in any other plots. The choice of this topic stems from personal interest, both when it comes to games in general, role playing video games (RPGs) specifically, and forming, analysing, and reviewing the usage of plot structures. Moreover, there has been no research conducted on the connection between contemporary plot structures (such as those described in XX Master Plots) and the universal genres defined by Hogan. The methodological approach taken in this study is a mixed methodology based on ludology, narratology and game studies. Also, while much research has been carried out on plot structures in literature or even movies, there have been few investigations into those in interactive entertainment. This paper tests two main hypotheses, one for each chapter. The first is that each of plot structures presented in Tobias’ XX Master Plots is based on a modified or mixed version of one or more of Universal Genres formulated by Hogan. These genres 2 CD Projekt RED, The Witcher 3: Wild Hunt (CDP, 2015) 6 being: heroic, sacrificial, romantic tragicomedies, and plots of revenge, criminal investigation, familial separation, and seduction. 3 The second is that secondary (side) quests in The Witcher 3: Wild Hunt are designed in a way that most of them can be assigned to one of Tobias’ Master Plots, usually deeply modified. The idea behind this paper is that contemporary writers and scriptwriters follow the method that, amongst many others, William Shakespeare employed in his works, and which consists in modifying existing elements of universal genres, in order to make it more interesting to the reader and eliminate the risk of a plot being cliché. An example of what Shakespeare was doing is presented by Hogan: Shakespeare sometimes takes up a common motif but alters it in characteristic and consequential ways. For instance, the killing of an innocent youth is a fairly widespread cross-cultural motif in heroic plots. This killing is often performed by the hero or someone else on the “good” side. As such, it is a common trigger for the epilogue of suffering. Shakespeare incorporates such a murder with some frequency. However, he most often attributes this killing to the enemy or “bad” side (insofar as this is precisely determinable). In keeping with this propensity, Shakespeare’s plays rarely involve an epilogue of suffering. 4 Hogan describes procedures and manipulations Shakespeare applies, which he calls development principles. There are two types of them: one focuses on alteration of basic prototype (alteration principles), and the second focuses on concretization of existing prototypes (specification principles), mostly characters. This paper will focus on the former one, as the aim is to analyse structures of plot events, not characters they involve. The alteration principles are: discourse manipulation (rearranging the order of events), multiplication and deletion of events, ellipsis (using understatements Patrick C. Hogan, How Authors’ Minds Make Stories (Cambridge: Cambridge University Press, 2013), 29-33 4 Hogan, How Authors’ Minds Make Stories, 50 3 7 instead of giving full information), and insertion of elements that are not native for certain prototype, usually taken from other prototypes.5 The only addition to the method Shakespeare adapted is that nowadays writers try adding their own small elements, outside of the fixed set of events from established prototypes, as there is only a limited number of variations of universal genres; therefore, more advanced techniques must be used in order to keep newly made stories interesting to the audience. The first chapter of the paper is dedicated to the analysis of Tobias’ twenty plot structures in terms of their basis on the classical archetypical structures (i.a. heroic, romantic or sacrificial tragi-comedies), discussed by Hogan, and serves as a background to the game-analysis part of the paper. It focuses on each of the plots in order to find from which structure, or structures, it draws inspiration. In some cases, the inspiration is visible at first glance, as in the example of the Tobias’ plot – Love6, which draws entirely from the romantic comedy, and only abandons the last, optional phase of the plot – reunion after death. However, in the example of the Escape plot7, which draws mostly from the Heroic tragedy (imprisonment of hero, death imagery as the escape attempts fail), then adds its own phase of build-up of suspense as the hero plans his final attempt to escape, and finally takes a part of the ending phase of the romantic and heroic comedy – return of hero from exile, preceded by the final, successful attempt to escape but with some obstacles during which the antagonist is frequently punished for what he has done. As for limitations, this paper takes into Hogan, How Authors’ Minds Make Stories, 33-34 Ronald B. Tobias, 20 Master Plots: And How to Build Them (Cincinnati, Ohio: Writer’s Digest Books, 1993), 168-181 7 Tobias, 20 Master Plots: And How to Build Them, 93-98 5 6 8 consideration only the plot structures of universal genres and plots, not character archetypes. The second chapter of the paper is dedicated to analysing the most interesting approaches to Tobias’ structures as supposedly used to develop plots of side quests, and some specific quests in the main plot of The Witcher 3. This part is to check both some straightforward interpretations of the structures, and some more creative ways of interpreting Tobias’ structures, in order to show that quests in The Witcher 3 are designed in a way that most of them can be assigned to one of Tobias’ XX Master Plots but with a twist, so that they their basis is not obvious in order to make quests more interesting to the player. However, due to practical constraints, this paper cannot provide a comprehensive analysis of all the quests in the game, as there are as many as 268 of them, just in the base game. Consequently, as previously stated, only the most distinctive quests, with most inventive variations on the Tobias’ plots are included in this paper. 9 CHAPTER 1 1.1. General analysis According to Patrick C. Hogan, there are three major cross-culturally universal narrative genres: heroic, sacrificial, and romantic, and four minor universal genres: revenge, criminal investigation, familial separation, and seduction. 8 Each of the those has its own specific structure that is analysed below, in order to provide consistent schemes that will be later used for comparison with actual plots in The Witcher 3: Wild Hunt. The heroic genre consists of seven stages: peace, usurpation, exile, foreign threat, return from exile, internal suffering, and return to society. The plot begins with legitimate ruler - hero being in power (peace), who soon later is usurped by someone from his society, sometimes with a help of a foreign power (usurpation). Then, the hero is either sent on some kind of exile or imprisoned (exile), during this period a foreign power, sometimes the one that helped the usurper, comes as a danger to the society. The hero returns or escapes the imprisonment in order to protect their homeland and to regain the throne, and he or she succeeds (return from exile). The hero might later be haunted by his past deeds, or by grief, which leads to second exile, this time internal (internal suffering), after which he or she may finally return to society.9 The sacrificial genre consists of five stages: peace, violation, punishment, sacrifice, and normalization. This plot revolves around satisfying basic needs, such as 8 9 Hogan, How Authors’ Minds Make Stories, 29 Hogan, How Authors’ Minds Make Stories, 30-31 10 nutrition or health. It begins with a group of people or a single representative of that group, violating a divine law (violation). The violation can either be due to personal weakness or to external temptation. Then, the whole community is punished for the deed, usually through famine or plague (punishment). To appease the deity a sacrifice must be made, which victim is the person guilty of the violation, or the person who tempted the violator (sacrifice). After the sacrifice, life comes back to normal, sometimes it even is better than before the violation (normalization). 10 The romantic genre consists of 5 stages: love, obstacle, separation, accomplishment, and reconciliation. This plot is based on a mix of sexual desire and attachment, which constitute the romantic love. It begins with two people falling in love (love), but they face a force which forbids them from being together (obstacle). This force is usually personified by the family, church, or state. Also, there can be a rival for the hand of one of the lovers, who is much more preferred by the society. The lack of social acceptance for the relationship between lovers often leads to exile of one of them, and imprisonment of the other (separation). The banished one has to perform a kind of great accomplishment or change their status (accomplishment) in order to for both of them to be united (reconciliation). 11 The revenge genre is focused around grief and anger, frequently after the loss of a member of family or a lover, or even adultery, and is often a part of the heroic narrative. At the end, the revenger often dies, and if they do not, the revenge does not 10 11 Hogan, How Authors’ Minds Make Stories, 30-31 Hogan, How Authors’ Minds Make Stories, 31 11 let them recover their loved ones, so the grief remains and is even stronger than in the beginning.12 The criminal investigation genre usually begins with a murder or another type of serious crime and revolves around looking for the culprit and/or the person responsible for the assassination plot. It ends with the investigator finding them and their later punishment.13 The familial separation genre is a variation on the romantic genre, but the force that drives the hero is just the attachment, without sexual desire. The general structure of that plot is the same as in the romantic plot, but the hero is separated from his or her parents or children instead of the lover. The major difference between this plot and the romantic one, is that this plot’s ending is commonly unsatisfactory, due to the long detachment.14 The seduction genre is also based on the romantic genre, but instead of attachment it is driven by sexual desire. It is usually the man who seduces the woman and promises marriage, but instead he abandons her after the act. The woman pursues him, and at the end finds him. This plot’s end can be diverse, ranging from the death of one or both characters to successful marriage. 15 1.2. Quest The first of Ronald Tobias’ plots is Quest, which seems to have the most basic structure, very often seen in contemporary works. However, its connection to Hogan’s Hogan, How Authors’ Minds Make Stories, 32 Hogan, How Authors’ Minds Make Stories, 32 14 Hogan, How Authors’ Minds Make Stories,31 15 Hogan, How Authors’ Minds Make Stories, 31-32 12 13 12 universal genres is not that simple, as Quest combines the structure of the heroic genre with elements of romantic, sacrificial, and revenge genres. Quest begins with the hero at state of peace, usually at home, which is parallel to the first stage of heroic genre – peace. But the tranquillity is shaken as the hero either realizes that he or she is unhappy in their current state, or some external power makes them leave their home, and search for a certain object that is going to change their life. That element can be compared to the goal of the sacrificial genre – regaining a standard of life but instead of a general satisfaction of needs in terms of Quest the goal is objectified and can take varied shapes, from immortality or the Holy Grail, to maturity. The next step is the first adventure on the way to the goal - the first obstacle, whose objective is to motivate the hero to set off for the quest and to strengthen their belief that this is the right thing to do. It is followed by a series of obstacles the hero has to overcome in order to learn more about their goal and about themselves, and those are the first steps to the internal change of hero’s character. These two steps are a variation of the obstacle step from the romantic genre, as they are not limited to one specific power that wants to stop the hero from completing the quest. Also, the first obstacle is there no to demotivate the hero but on the contrary, to ensure him or her that their choice is right. After the hero surmounts all the obstacles, there comes the penultimate stage of the Quest – finding the object of desire. Often with the object comes the realization that the goal the hero pursued is not what he or she really needed, so they actually did not finish their quest, as they have not obtained the object they really wanted. This stage is closest to the final stage of the revenge genre, because they both involve the 13 hero achieving their goal, even though the goals themselves are much different, and also can leave the hero with a sense of failure, because they did not get what they needed (the object of desire in Quest and their loved ones back in revenge genre). Quest ends with the hero coming back to home or society he or she originates from, usually deeply changed in character because of lessons learned from the journey, and its aim is to show the alteration of hero’s personality or realization that they had everything they really wanted since beginning. It is parallel to the return to society stage from heroic genre, especially when taking into account the internal suffering stage which changes the hero’s character, as both of them have him or her end in the same point they have started the journey but different in terms of their internal structure. 1.3. Adventure Second of Tobias’ plots is Adventure, which is fairly similar to Quest; however, the structure is rather different, and the emphasis of the story is moved from character development to the journey itself, as Tobias’ states: “the reader is basically concerned with the chain of events and with what happens next.”16 Also, the objective is not the change of character, but success in life in general, such as great fortune or high standard of life; therefore, the hero does not experience any personality shift, and at the and is exactly the same person he or she was at the beginning. Adventure, just like Quest, begins with the hero being peacefully at home but is quickly and often violently forced to act and begin their journey: 16 Tobias, 20 Master Plots: And How to Build Them, 77 14 (…) the act should impel the character. Oftentimes the character has no choice but to act. (…) Robin Hood begins his journey as the prince of thieves only after he shoots one of the king's stags on a bet and must go on the lam. Lemuel Gulliver gets shipwrecked, as does Robinson Crusoe (…)17 This stage can be collated with the separation stage of the romantic plot, as in terms of both the force that is responsible is connected to family or a person holding public office, as well as with exile from heroic plot, as the hero cannot return to his society, not necessarily to their lover. However, it sometimes can be the force of nature, like in the example of Robinson Crusoe, which makes an interesting alteration of the otherwise similar to romantic stage. Due to the previous stage, the hero has to quickly adapt to new environment, hence has to learn abilities and gain knowledge that will be useful for his survival, and secure access to means that fulfil his or her basic needs. This stage is not directly reflected in any of the stages of Hogan’s plots, but its closest correlation is with the urgency to satisfy the basic needs around which the sacrificial genre revolves. In the final stage the hero returns to society, and thanks to skills he or she has acquired during separation stage they become very successful, and often their endeavours leave them with a considerable fortune. This is when the hero’s fate is sealed, as they usually have their future secured, both in the material and spiritual way. Also, this stage summarizes the whole journey and shows what the hero had to come through to end up where he or she is. Tobias shows it on the example of the hero from The Three Languages by the Brothers Grimm, whom for this text he names Hans: “(…) Hans moves through successive states of being. He starts out as dumb Hans (Act One), develops into the young adopted count (Act Two) and ends up as the pope (Act Three). Each stage depends 17 Tobias, 20 Master Plots: And How to Build Them, 73 15 on the previous one. He also moves through three fathers. Hans starts out with the irresponsible and intolerant father of Act One, graduates to an understanding and giving father in Act Two, and graduates again to be the figurative son of God.”18 This step is a mix of the return from exile stage from heroic genre, and the accomplishment stage from romantic genre, with some original flavour. From the former one, it takes the idea of successful return home, in a more powerful and trained state than before exile. From the latter one it takes the requirement for some outstanding feat in order to return, which may be e.g. election to a high office, or managing to survive in harsh environment long enough to be rescued. As for the original component, Tobias added the aspect of monetary value this success often brings and stated it as the main goal of the whole Adventure, even if at the beginning that was not the objective. 1.4. Action-based plots Five next plots presented by Tobias (Pursuit, Rescue, Escape, Revenge, and The Riddle) are all physical, which means that the emphasis is moved from characters and their development and qualities, which are marginalized, to the action and chase themselves. Actions performed by characters do not tell the audience about characters, it is just action for action’s sake, for pure entertainment, and for the constant tension and risk of pursued getting caught or the mystery getting solved. Moreover, all five involve the motif of looking for someone or something important for the protagonist, either a lover, a criminal, a person who hurt you personally, or even freedom as in Escape plot and solution to the mystery as in The Riddle plot. The base for the analysis 18 Tobias, 20 Master Plots: And How to Build Them, 77 16 and comparison of Pursuit, Rescue, Escape, Revenge, and The Riddle plots will be the first one – Pursuit. Pursuit begins with the setup stage which involves introducing pursuer and pursued. It is also the time when the consequences of eventual catch are determined, which can range from marriage to death. This step can be connected to the love stage from romantic plot; however, it is a rather loose interpretation of that stage. Still, what applies to both is the fact that they concern two people (or two groups), but the link between them does not have to be positive. It may be a criminal and a victim (on either side), a pair of lovers etc. The setup stage ends with an event that begins the pursuit, the type of the event can vary depending on the relationship between chaser and chased and is a generic stage for most of plots. The second stage of Pursuit is the chase itself and is the longest and essential part of the plot, as this is when the actual action takes place. At this stage there can and should be numerous twists and turns, during which the pursuer gets very close to the pursued, usually physically, just to lose him or her again soon later. Through this the sense of tension is built up, which is the central part that holds the audience in the story. In terms of correlation to universal genres, this step is a mix of revenge and investigation genres, as both of them have the chase aspect included, only the motif of the pursuer varies. From the former Pursuit takes the fact that usually both characters/groups know each other, even if not personally, and from the latter the multiple twists along the way that alternately get the pursuer closer and further to the pursued. Pursuit can end in two very much different ways – either with pursuer catching the pursued, or with the pursued escaping in a way the chaser has no chance to capture 17 him or her. This stage is connected to both revenge and investigation genres and might have elements of the last stage of romantic genre, as the ending depends on the outcome of the chase. From the revenge it could have taken the idea of the chased getting killed, but it might as well be the chaser who is dead at the end. Same applies to investigation and romantic plots, as in the first case either character may be imprisoned, and in the second the characters can get married. What makes this plot unpredictable and also rather versatile is the fact that both the romantic and investigation plots can end in exactly opposite way, which usually means that the pursued escapes without trace, leaving the pursuer empty-handed.19 In Rescue plot, the first stage is similar to that in Pursuit but ends with the separation of the victim and the protagonist, so takes from the separation stage of the romantic plot. The second stage is, just like in Pursuit plot, the pursuit of the antagonist by the protagonist, who wants to rescue the victim. Protagonist actions are reactions to those of the antagonist. This is, similarly to the second stage of Pursuit, a mix of revenge and investigation genres. The third stage is the confrontation with the antagonist which makes it different from the one in the Pursuit plot in which the pursued does not have to be caught. It is connected to revenge genre and reconciliation stage of the romantic genre, as it also ends with the confrontation of two powers but instead of the protagonist, who manages to rescue the victim, the antagonist is defeated.20 The sequence of events in Escape plot is quite different than in Pursuit, as it begins with the imprisonment of the hero (coming from exile stage of heroic genre), 19 20 Tobias, 20 Master Plots: And How to Build Them, 79-85 Tobias, 20 Master Plots: And How to Build Them, 86-92 18 followed by hero’s planning of escape. This stage has no precise counterpart in any of the universal genres, so it can be considered as an original stage. The Escape ends with the escape itself, after his or her original plan falls apart, and he or she confronts the antagonist. This stage draws mostly on the return from exile stage of heroic plot, as the hero escapes from exile (imprisonment), not in order to save the society but to achieve his or her goal – regaining freedom. 21 The Revenge is based on the revenge genre, as it begins with the crime committed on the protagonist’s family, which could be a loss of its member of a serious injury. It then follows with the pursuit of the criminal and plotting of the revenge, which may be interrupted by a third party, usually the police. The Revenge ends with the confrontation, which is conducted in a different way than in its counterpart from the universal genres, as the hero does not necessarily have to but usually succeeds and does not pay a high emotional price for his or her revenge.22 The target in The Riddle, just like in the Escape plot, is not a person but a bit of an abstract target – the solution of a riddle. Nowadays, as Tobias states, this plot has transformed into the mystery plot: Today the riddle has metamorphosized into the mystery. The short text of the riddle has become the longer text of the short story and the novel. But the focus is the same: It is a challenge to the reader to solve the problem. 23 As films and books are usually not interactive media (in contrast to video games), the Riddle plot does not directly make readers solve itself but instead keeps them anxious and uncertain whether it will ever be solved and what will be its repercussions. 21 Tobias, 20 Master Plots: And How to Build Them, 93-98 Tobias, 20 Master Plots: And How to Build Them, 99-110 23 Tobias, 20 Master Plots: And How to Build Them, 113 22 19 The Riddle, just like Pursuit, begins with a generic establishment of characters, locations, and events. The second stage revolves around gathering clues that will help resolving the puzzle and might suggest the answer to readers. Its structure is the closest to criminal investigation genre, as often it literally is the investigation and looking for a potential culprit. The last stage is the solution of the riddle; therefore, finding out what actually happened. It does not have a direct counterpart in any of the universal genres, but it can be compared again to the criminal investigation, as there it also is the final resolution of investigation.24 1.5. Conflict-based plots The following three plots presented by Tobias are Rivalry, Underdog, and Temptation. All three of them are based on a conflict between two adversaries (but in case of Temptation the protagonist is torn by the internal conflict). The main difference between the first two plots is that in the former one both opponents have comparable strength and weaknesses (even though they can be different), and in the latter the protagonist is much weaker than his or her rival. The Temptation plot has partially similar structure but as was previously stated, tells the story about an internal, not external conflict. The base for the analysis and comparison of competition-based plots will be the Rivalry plot. Rivalry plot begins, after a brief period of peace, with both the protagonist and the antagonist being on a similar power level, which can be treated as a peace stage, as everything is in order and there is no conflict. Then, the antagonist gains superiority over the protagonist, which initializes the conflict between them and disrupts the 24 Tobias, 20 Master Plots: And How to Build Them, 111-123 20 balance in power. This step can be compared to the usurpation from heroic genre, as in both the protagonist gets overpowered by the antagonist. The second stage involves the hero regaining his or her lost power thanks to the change of fortune, up to a point where both him or her and the antagonist are again on the same level. It is rather similar to return from exile from heroic genre. However, instead of regaining the metaphorical or literal throne, the hero regains strength, skills, position etc. but does not defeat the antagonist yet. The final stage is the confrontation between rivals, during which the protagonist usually defeats the antagonist and restores the balance of power. This stage once again reminds of the return from exile present in the heroic genre, because the hero restores the balance but also bears visible elements of the end of the revenge genre, as the confrontation between protagonist and antagonist takes place. However, it does not have to end in bloodshed or death, which is usually present in the revenge genre, and does not leave the protagonist with any guilt over what he or she has done. 25 The Underdog plot is different from Rivalry in the initial distribution of power, because the antagonist has power over the protagonist since the beginning, even before the start of the conflict. The structure of both plots is nearly identical, apart from the ending in which in terms of Underdog the protagonist does not have to overcome his or her opponent.26 The Temptation is a plot about internal conflict which is provoked by succumbing to temptation and all the consequences that come with it. The structure of 25 26 Tobias, 20 Master Plots: And How to Build Them, 124-130 Tobias, 20 Master Plots: And How to Build Them, 131-137 21 this plot relies almost entirely on the sacrificial genre but involves small twists. In the first stage the temptation is determined and the protagonist fails to resist it. It is similar to the violation stage of the sacrificial genre, as both involve yielding to temptation, violating some kind of a law, either a divine (sacrificial genre), or earthly one (temptation plot). The rest of this stage’s elements are generic, because they involve introducing characters and establishing background to the story. In the second stage, the positive effects of the deed recede, and the negative ones appear and come into force. Moreover, the protagonist tries to avoid the latter but fails to. This stage is similar to the punishment stage of sacrificial genre, as the protagonist suffers the consequences of what he or she did so it is a form of punishment, even if they don’t get punished directly by an external force. In the third stage the protagonist manages to reconcile with his or her choice as they understand the evilness of it, and then repents for his or her sins which are forgiven; however, they leave a strong emotional mark on the protagonist. This stage is a merge of sacrifice and normalization stages from the sacrificial genre. The sacrifice is in a form of repentance for past sins and the protagonist’s will to improve. It is strictly connected to reconciliation, usually with the higher power or with himself, which, similarly to endings of Pursuit and Underdog plots, reinstalls the balance of the world and protagonist’s conscience. 27 1.6. Transformation-based plots The next four plots introduced by Tobias are Metamorphosis, Transformation, Maturation, and Sacrifice. They present the change of the protagonist, either emotional (Metamorphosis), mental (Transformation), moral (Sacrifice), or mixture of many 27 Tobias, 20 Master Plots: And How to Build Them, 138-145 22 presented gradually (Maturation). The most distinct aspect is that there does not have to be any external force that will influence the change once it starts, the protagonist has to handle it and its consequences himself. This condition distincts these plots from those in which the change is based on series of external events, not a single one – event-based plots. Moreover, all four of the plots are character plots, so the focus is not on the events around but on what happens to and inside the protagonist. The base for the analysis and comparison of transformation-based plots will be the Metamorphosis plot. The Metamorphosis plot begins with the protagonist getting the curse which causes the metamorphosis to take place, but its reason is not known yet. The audience also learns about the way to lift the curse, and the way the protagonist tries to live despite the metamorphosis. This is the generic beginning which aim is to introduce the audience to the situation in the story and to characters that appear in it, and usually takes place before the actual story begins. In the first stage of the Metamorphosis plot the antagonist is introduced, who is usually a victim held against their will with the protagonist to serve as a catalyst to lift the curse. That is when the antagonist learns about the curse and its effects, sometimes about the remedy. If one takes into account the relation between the antagonist and protagonist in this stage, it is similar to the exile stage of the heroic genre; however, in Metamorphosis roles are switched, as not the protagonist is imprisoned by the antagonist, but the other way around. It also bears elements of the sacrifice stage of the sacrificial genre, as that is when characters learn the means to lift the punishment (sacrificial genre) or curse (Metamorphosis). 23 The second stage shows the evolution of relationship between the protagonist and the antagonist. Usually the latter begins to understand the protagonist more and more but also starts to gain control over him, usually due to his or her beauty, intelligence or kindness. It is also when the love between them starts to appear. It does not have any direct counterpart in the universal genres but has some elements of the love stage from the romantic genre, as the feelings between characters appear; however, they do not address a pair of protagonists, but a protagonist and an antagonist. The last stage involves lifting of the protagonist’s curse thanks to the influence of the antagonist. It may lead to protagonist’s death or reversion to the stage before the curse. Depending on the outcome, this stage can resemble the end of revenge genre, as the protagonist dies “thanks to” the antagonist, or the normalisation stage of the sacrificial genre, as the protagonist comes back to the state before the curse. As the audience can also learn about the cause of the curse, this stage has some elements of the generic beginning, because at this stage basic information is brought forth.28 The beginning of Transformation plot is similar to the prologue of Metamorphosis, as the audience witnesses the event that changes protagonist’s life, but unlike the curse, it does not have to be a negative event but has to begin the crisis in protagonist’s character. It has some connection to the internal suffering stage of the heroic genre, as that is the only stage from universal genres in which the internal conflict is clearly visible. The second stage shows the change the protagonist undergoes, and his or her self-examination. It is again closest to the internal suffering 28 Tobias, 20 Master Plots: And How to Build Them, 146-152 24 stage, as the protagonist contemplates his or her deeds and their consequences. The final stage brings an event that is catalytic for the protagonist and allows him or her reconcile with themselves and their transformation. It does not have to be entirely positive for the protagonist but lets him or her continue their life without looking back. It bears elements of the normalization stage of sacrificial genre, because the protagonist’s life comes back to normal, but he or she is changed due to the catalytic event which is similar to the original usage of the stage. However, the ending of Transformation has elements of the return to society stage of heroic genre, but instead of society the antagonist, after catharsis, returns to everyday life. 29 The factor that begins the change in Maturation plot is, unlike in the two previous ones, more natural, may involve death of a parent or a member of the family, and makes its mark on the protagonist’s psyche. That event is the essence of the first stage and is similar to one of possible beginnings of the revenge genre, as it also may involve the loss of a loved one. Instead of embarking on an adventure of revenge, the young protagonist tries to find his or her place in the world, which smoothly moves into the second stage. That is when the protagonist faces the cruelty of adult life and lives through events that shape his or her personality. It is similar to the second stage of the Transformation plot but also to the Road of Trials form Campbellian Monomyth. It does not have a direct counterpart in any of the universal genres and is nothing more than a series of events that happen to the protagonist. The final stage is similar to those form two previous plots in this subchapter, and involves the protagonist’s reconciliation with the new self, or rejecting it in order to remain in the childhood.30 29 30 Tobias, 20 Master Plots: And How to Build Them, 153-159 Tobias, 20 Master Plots: And How to Build Them, 160-167 25 The first phase of the Sacrifice plot is when the setting up of the protagonist’s character takes place in order to make his or her moral change believable. That is also when the source of the transformation appears (ex. woman). That is a generic set up stage, with a slight addition of the first stage of seduction genre, as long as the source is a potential lover. The second stage introduces a strong moral dilemma, during which the protagonist might try choosing the easy option but ultimately in the final stage will choose to do the right thing. It is closest to the internal suffering stage of heroic genre as the protagonist cannot decide what he or she should do next, even if they know the right answer. The last stage is the sacrifice itself, when the protagonist finally decides to do the right thing at a great personal cost, sometimes even at the cost of his or her life. This is a similar stage to sacrifice in sacrificial genre and is a full transposition from the genre to the plot, only the sacrifice does not have to be one’s life.31 1.7. Love-based plots The following two plots presented by Tobias are Love and Forbidden Love. Both of these involve a relationship between two characters, but in the case of the latter one lovers’ relationship is not accepted due to social norms or law. This difference is reflected in the structure of the plot. The base for the analysis and comparison of lovebased plots will be the Love plot, whose structure is very similar to that of the romantic genre. The first stage involves the beginning of a love relationship between two main characters, who at the end of this stage get separated due to unexpected circumstances 31 Tobias, 20 Master Plots: And How to Build Them, 191-200 26 or events. It is a nearly perfect combination of the first three stages of romantic genre: love, obstacle, and separation, and there is no manipulation in those. In the second stage, one of the protagonists tries to reunite with the other one but eventually fails, at least for now. This is the continuation of the obstacle stage of romantic genre, as it shows the lovers’ will for reunion and the difficulties they have to come through in order to achieve it. At the end of the Love plot, one of the lovers manages to surmount all the obstacles, which finally leads to the reunion of lovers and strengthening of their love. This stage is another combination of stages of romantic genre but this time accomplishment, as one of the lovers overcomes all adversities blocking his or her way to their loved one, and reconciliation, as the protagonists can ultimately come back to each other and live their lives together. 32 The Forbidden Love plot tells a story of lovers whose relationship is not accepted by society and may involve adultery, incest, homosexual love etc. In terms of structure, the first phase is similar to that of romantic genre, as lovers find themselves and fall for each other, and depending on their attitude they may hide it from the world or not. Taking into account that their relationship cannot by accepted by society, the obstacle stage from romantic genre is set by default, but this phase also contains the love stage from that genre. In the second phase the relationship starts to crumble, and one or both lovers start coming to their senses about the nature of their relationship or stop withstanding the societal pressure. It bears some resemblance to the seduction genre, as in both the relationship fails to endure. Moreover, the third 32 Tobias, 20 Master Plots: And How to Build Them, 168-181 27 phase is similar, as in both lovers are separated by an external power or death, or end the relationship due to societal pressure or unhappiness. The Forbidden Love rarely ends in any other way than that.33 1.8. Event-based plots The last four plots presented by Tobias are Discovery, Wretched Excess, Ascension, and Descension. In all of those the change in the character is the effect of a series of events, not one decisive event as in transformation-based plots; therefore, it does not happen immediately but over the time. That circumstances shape protagonist’s personality and psyche, changing him or her forever. The type of change varies, from a change due to a breakthrough discovery that changes the view of life (Discovery), through deterioration of psychic health leading to madness (Wretched Excess), to coming to power and falling from grace (Ascension and Descension) The base for the analysis and comparison of event-based plots will be the Wretched Excess plot. The first phase of the Wretched Excess plot is when the setting up of the protagonist’s character takes place in order to highlight the change of personality in next stages. It is when the catalyst is introduced that will be the reason for the character to change and lead to loss of control. This is a mixture of a generic introduction to the plot and the beginning of violation of sacrificial genre, as the character does something that will lead to his or her possible fall into madness. The second stage shows the protagonist’s gradual loss of sanity and control over his or her life. This is similar to punishment stage of sacrificial genre, as the 33 Tobias, 20 Master Plots: And How to Build Them, 182-190 28 protagonist has to suffer for his deeds, and to internal suffering of heroic genre, because he or her fight for control over their body with the madness that tries to take over them. It can even be compared to usurpation stage of heroic genre, as the protagonist gradually loses power over his or her body and mind. The Wretched Excess plot can end in two ways: either the protagonist manages to regain the control over their body and is redeemed or slips deeper into madness that results in his or her death. The first option is similar to the return from exile stage of heroic plot, as life comes back to normal, the protagonist regains control over themselves, and is strengthened by the experience. The second one resembles the revenge plot’s end in a sense that the protagonist fails to win with the antagonist (which in this case is his or her insanity) which leads to self-destruction. 34 The first stage of Discovery plot is similar to that of Wretched Excess and involves presentation of character’s past situation and status, which is a generic beginning for most genres. Then, an event occurs which makes the protagonist think over his or her life and changes their point of view on their life, even though they were rather satisfied with if until now. This stage does not have any direct equivalent in the universal genres and can be considered to be an original one. The Discovery plot ends with reconciliation of the protagonist with his or her status, which leaves them understanding what their life was like and whether they were content or not. This stage also does not have any direct equivalent in the universal genres, presumably because none of the universal genres is character-based to the level the Discovery plot is. 35 34 35 Tobias, 20 Master Plots: And How to Build Them, 209-217 Tobias, 20 Master Plots: And How to Build Them, 201-208 29 The first stage of both Ascension and Descension plots are similar to those of Wretched Excess and Discovery and involves presentation of character’s past situation and status. The second stage is also the same for both plots and involves a series of events (or sometimes one but powerful) that make it impossible for the protagonist not to change. Like the second stage in Discovery, this one does not have a counterpart in universal genres. The last phase is very much different in Ascension and Descension plots, as shows how the catalytic event from second stage influenced the protagonist. In terms of Ascension, the protagonist comes out stronger from the experience, and might reach a state of higher self-consciousness. It is similar to normalization stage of sacrificial genre, as the protagonist manages to get back on track with his or her life and may end up stronger than before the catalytic event. In Descension plot, the protagonist’s flaw overwhelms them, which leads to a catastrophic end and realization of their current state of mind and morals, which also is a rather original stage, unusual for any genres.36 1.9. Conclusion After the analysis of XX Master Plots: And How to Build Them by Ronald B. Tobias it is safe to state that almost every stage of the universal genres, formulated by Patrick C. Hogan in How Authors’ Minds Make Stories, is visible in contemporary plots formed by Tobias. The only genre that has no representation is the familial separation genre, and the only stage is foreign threat from the heroic genre. Also, Tobias rarely took from one of the minor universal genres – seduction. There was no dominant stage, but the most prominent element was the revenge genre which was 36 Tobias, 20 Master Plots: And How to Build Them, 218-227 30 used very frequently in various plots. Most of the plots began with a generic set up stage, which can be translated to a peace stage of heroic and sacrificial genres. All other stages were present in Tobias’ plots in various frequencies. The second chapter will analyse a selection of most prominent secondary quests from The Witcher 3: Wild Hunt by CD Project Red, in terms of their connection to the prototype plots presented by Tobias in XX Master Plots: And How to Build Them. 31 CHAPTER 2 2.1. Introduction In this chapter, seventeen secondary quests and one contract quest from The Witcher 3: Wild Hunt will be presented as a research sample for plot structure analysis and comparison to Tobias’ plots. Moreover, the main storyline as a whole will be analysed. While researching the quests themselves it became visible that many of them are very short and simple, so it was difficult to compare and relate them to any of Tobias’ plots’ structures. Quests with simplified storyline were for example: “Armed Assault,” during which Geralt has to fight off bandits assaulting a house (a simplified Rescue plot), “A Tome Entombed,” during which Geralt helps a professor find and ancient tomb and kills a vampire sleeping inside (a simplified Quest plot), or “Last Rites,” during which Geralt is asked to put a ring on old woman’s husband’s grave (a simple Quest plot with a little twist at the end as the old woman turns out to be a spectre). Therefore, the pool of quests that could be analysed was greatly reduced. From the remaining quests the most prominent examples which could be matched with Tobias’ plot structures were chosen and analysed in the following subchapters. It was difficult to find any quest which would relate to event-based plots, and those that did were not worth mentioning due to their simplicity. 2.2. Quests with elements of Quest plot “A Frying Pan, Spick and Span” is one of the early secondary quests in The Witcher 3 that can be taken in White Orchard. Geralt, who works as the witcher and is the protagonist in the game, is asked by an old woman in the village to find her 32 priceless frying pan. Soon, the hero reveals that the man whom the old lady borrowed the pan was a spy and a murderer. Nevertheless, Geralt returns the precious object to its rightful owner, who is overcome with joy. This quest is a variation on the Quest plot, as the hero has to find a precious object. However, instead of an object that is powerful, that can potentially save the world or empower him, it is an object that is important for a not really important character. As we can read in the journal entry in the game: “(…) Geralt would often take on more banal tasks, ones lesser bards fear mentioning, for they lack the skill required to make a masterwork of the mundane. By way of example, once in White Orchard he was hired to retrieve a woman's... frying pan.” 37 This shows that the intent of creators was to make a pastiche on the traditional quest idea. As most of secondary quests in the game it has a much more simplified structure, but it meets qualities of the Quest plot. Just like the previous quest, “Precious Cargo” can be taken in White Orchard when Geralt finds a merchant outside the village who asks him to find supplies he had lost when his horse startled and ran away in the forest. Geralt easily finds the missing cart, but after a brief glance around it he notices that there are some signs of an attack of human nature. After retrieving the supplies, the player can either forget about his discoveries and give the man his supplies back or ask the merchant about them. If the player does so, the merchant tries flees and Geralt has to pursue him. After a brief chase, Geralt finds the man lying on the ground, wakes him up, and asks about the truth. It turns out that the man is a member of Tamerian guerrilla forces and needs the CD Projekt RED, The Witcher 3: Wild Hunt, from journal entry to “A Frying Pan, Spick and Span” (CDP, 2015) 37 33 medicine for his comrades. That is the moment when the witcher has to decide to either let him go with the medicine, let him go without the medicine, or hand him over to Nilfgaardians who are the current rulers of the area. This quest begins like a Quest plot, when the protagonist is given a task to retrieve a precious object and, what is interesting, can either end like a Quest plot (if the player decides to just give the “merchant” his wares), or earn elements of a Pursue plot with a chase of the “suspect” even though before catching him we do not know his crime. In the second case, the quest can end either like a Pursue plot (when Geralt hands the guerrilla soldier over to the authorities), like a Quest plot (when Geralt gives the soldier supplies and lets him go), or in a neutral way, with the suspect set free without his supplies. Another quest which has similar structure to Quest plot is “Master Armorers,” which can be taken in Velen. Geralt finds a dwarf which is told to be one of the best armorers in Tameria – Fergus, who asks him to forge a masterpiece equipment for the witcher in exchange for appropriate tools. After defeating a troll guarding the tools and returning to Fergus, Geralt learns that Yoana, Fergus’ apprentice, is the true master who decided to reveal her talents to the world. She asks Geralt for help in doing so, and after delivering materials needed for her armour and a brief test of its quality, the witcher is promised “the best plate in the world.” This quest begins as the Quest plot, but after delivering the needed item in the second stage (which is the last stage in Tobias’ plot), the Quest sequence starts from the beginning, as the protagonist has to deliver another precious material, but to a different person. After the delivery comes another obstacle, the test of quality, but its results do not depend on the protagonist but on the blacksmith – a secondary character. 34 After passing the test, the protagonist is rewarded with a set of armour which can be perceived as an ending of a Quest plot. 2.3. Quests with elements of action-based plots “A Deadly Plot” is a secondary quest that players can take in Novigrad from Dijkstra, who is a spymaster of Kingdom of Redania and prepares a plot against the current king – Radovid V. Geralt is asked to find Dijkstra’s co-conspirator who was undercover as a shoemaker and went missing during a mission. The protagonist conducts an investigation, finds a damaged shoemaker’s wagon, and using the witcher senses finds a trail of shoes and other equipment which leads him to trolls’ cave. There he finds out that the shoemaker – Thaler (an old friend of Geralt) was held captive by trolls who forced him to make shoes for them. The encounter ends with a fight with trolls (antagonists in this quest), after they refuse to let Thaler go with Geralt, and with the hero escorting the spy back to Dijkstra. This quest is a variation on the Rescue plot but bears elements of the Riddle. Moreover, the classical approach to Rescue is modified, as the protagonist does not know the victim before finding him (the victim, as a character, is hero’s acquaintance, but the hero is not aware who the victim is). This quest’s elements of the Riddle are in form of the investigation on the victim’s whereabouts as well as the antagonists, as both are unknown to the hero at the beginning. A quest very similar to “A Deadly Plot” is “A Princess in Distress” which has a similar structure. It begins as a Rescue plot with the Riddle elements, as Geralt has to find the Princess – a runaway goat which escaped a local pellar. Again, he has to use Witcher senses to find the escapee and bring it back to its owner. This quest is once 35 more a modification of a Rescue plot and is a clear pastiche of “traditional” missions during which you have to rescue a princess in danger, as the goat itself name is Princess. Another secondary quest with Rescue plot elements is “Spooked Mare,” which is given by a peasant in the east of Oxenfurt. He tells Geralt that his horse had been stolen by a forest spook and asks witcher to find it. Using his Witcher senses, Geralt finds the horse’s trail and follows it to a camp of Scoia’tael – elven rebels. There, he can either convince its commander to release one horse, buy all horses back, kill all the elves, or agree that Scoia’tael need horses more than peasants do. This quest, just like the previous one is based on Rescue and Riddle plots, and shares structural similarities with the above plot, apart from the ending in which Geralt decides not to bring horses back to the peasant, which does not match the ending of Rescue plot as the protagonists “sides” with the presumable antagonist – the elves. A side quest which has elements of the Pursuit plot is “Faithful Friend,” which can be taken in the White Orchard. Geralt witnesses a local man thrown from his horse. If the protagonist decides to follow the anima, he finds it near a Tamerian soldier: “The horse belonged to a soldier returning from war. It turned out it had run off to seek its beloved master.” It is a very brief variation on the Pursuit plot, as it involves all the three stages (introduction, pursuit, and “catching” the pursued), but the ending is changed as it turned out that the pursued animal did not escape its owner but returned to him. “Following the Thread” is a secondary quest that players can take in Novigrad, but takes place in both Novigrad and Skellige, and at first seems to be a contract on a monster but develops into a well-developed quest. In Novigrad docks, Geralt met his 36 friend, fellow witcher – Lambert, who turned out to hunt the same beast Geralt was supposed to kill. After they fulfilled the contract and solved some issues with the payment, Geralt learnt that Lambert came to Novigrad for private reasons – to avenge his friend. Witchers killed the members of the group of assassins until they found their boss – Jad Karadin. It turned out that Jad was a witcher who went into retirement, got married, and adopted two kids. The player had two options: believe that Jad has change convince Lambert that it is not worth killing him or make him pay for his crimes with his own blood. As most of quests in The Witcher 3 this one also has the investigation element, but this time it is similar to the Revenge plot, as the protagonist knows the suspect and the motifs are strictly connected with vengeance, driven not by the hero, but his friend. This quest is the closest equivalent of the plot presented by Tobias, but the hero gets involved during the second stage, after the crime has already been committed and the revenant (Lambert) has already began his journey of revenge. Another modification is that a side character is the revenant. In terms of the last stage of the Revenge plot, it is up to the player whether Lambert fulfils his quest or forgives the wrongdoer. Therefore, there might not be a physical confrontation between the revenant and the antagonist, so the criminal may not get his comeuppance. “A Towerful of Mice” is the penultimate quest in a secondary quest chain related to Keira Metz, a sorceress. She asks Geralt to help her lift the curse that befell the Fyke Isle and the tower that stood upon it. The hero, equipped with a magic lamp that let him see but not speak to the dead, embarked on the boat to the island and after slashing through some drowners and ghouls managed to reach the encampment with the tower. During the investigation, Geralt learnt that ghost of Anabelle, daughter of 37 the lord that used to live in the tower during a great famine, was haunting the halls of the keep. She told him, as she was the only spectre that could communicate with the witcher, that she was trapped by her love for a fisherman named Graham. Here, the player has three options: either take her remains to Graham, bring Graham to her, or just kill the spectre. In the first instance, the ghost turns out to be a plague maiden, who thanks to Geralt managed to escape her prison and spread plague over the world. In the second, Anabelle asks Graham to kiss her, he complies, and she drains life from him, ending her curse but killing Graham in the process. In the last instance, Geralt kills the maiden, which is the simplest solution to the quest. This secondary quest also bears elements of the Riddle plot, as involves an investigation sequence, but what is more important, depending on player’s choice may have elements of two different plots. If the player decides to take Anabelle’s remains to Graham, the story gains elements of the Escape plot, the last stage when the character manages to escape imprisonment. However, instead of the protagonist, a secondary character escapes, in this instance, the prison of the tower. But all the stages of Tobias’ Escape plot, in case of “A Towerful of Mice,” happen before the quest starts, except the final stage of escape itself. If the player decides to bring Graham to Anabelle, the story receives elements of the Revenge plot, as Anabelle takes Graham’s life (who, as she tells him, abandoned her during the famine) in order to lift the curse that befell on her. This can also be perceived as a sacrifice stage of sacrificial genre, as it involves human sacrifice in order to end a curse. “The Calm Before the Storm” is a secondary quest during which the player controls Ciri – Geralt’s “step-daughter.” After being rescued and taken care of by Skjall – a villager in Hindarsfjall, and his family, she had some time to catch a breath 38 and rest after seemingly escaping The Wild Hunt – a group of elves that was trying to kidnap her. However, not long after, The Wild Hunt was again on her trail and attacked the village she was hiding in. Ciri, wounded and weakened, could not fight off the invaders, and Skjall decided to sacrifice his life for her while she rode off to safety, to fulfil her destiny. This quest is a, rather compressed, variation on the Escape plot, even though on the first glance it does not seem to be one. The protagonist – Ciri, is not imprisoned literally, as Skjall looks after her but does not restrain her in any way. However, as the village is invaded by The Wild Hunt it quickly becomes a prison Ciri has to escape in order not to get captured by the elves. All the stages of the Escape plot come quickly one after another in this quest, and the second stage – planning escape, is practically ignored, as the protagonist has no time for it. 2.4. Quests with elements of conflict-based plots One of the few quests that has qualities of conflict-based plots is “Iron Maiden” which takes place in Skellige. Jutta an Dimun – an undefeated shield maiden, tells Geralt that if he wants to fight with her, first he must find a sword which is located in a sunken ship’s wreck. After completing the task, Geralt can fight the warrior. If he loses, Jutta remains undefeated, but if he wins, the shield maiden asks the witcher if he wants to spend an evening with her. If Geralt declines, the quest ends, but if he agrees, it turns out that Jutta wanted to spend with Geralt not only an evening but also night. This quest is a combination of two or three plots, depending on players choices. It has a beginning of Quest plot, as the protagonist has to bring an important object to 39 the quest giver, follows as a Rivalry plot, as Geralt has to fight the antagonist, and can either have the worse ending of the plot (in which the protagonists loses to the antagonist), or the better one (if he wins against the rival). That is when the quest can end, or continue with an ending of a Love plot, during which the antagonist turns changes into the lover. Other secondary quests with Rivalry and Underdog elements which are worth mentioning are the groups of quests involving horse racing, 38 fist fighting,39 and playing Gwent.40 All of those quests have a common, simple structure: the protagonist has to defeat his opponent (or opponents) in order to become stronger, get better equipment, or earn money. The only aspect that differs between them is the discipline he has to prevail in. Those quests are similar to the Underdog plot because in the beginning of all of those quest chains the protagonist is weaker than his opponent, either due to low level, or lack of equipment/cards or knowledge. However, as he learns and becomes stronger they become more and more similar to Rivalry plot, because the protagonist is getting much stronger and well-equipped than his opponents. 2.5. Quests with elements of transformation-based plots “Fool’s Gold” is a secondary quest that players can take in Velen, after defending Yontek, a villager, from bandits. After entering the village, Geralt noticed that it is inhabited by pigs, which immediately attracted his interest, as the animals “Horse racing,” Official Witcher Wiki, 2 July, 2015, last modified 20 October, 2017, accessed 18 June, 2018, https://witcher.gamepedia.com/Horse_racing 39 “Fistfighting in The Witcher 3,” Official Witcher Wiki, 2 July, 2015, last modified 29 September, 2017, accessed 18 June, 2018, https://witcher.gamepedia.com/Fistfighting_in_The_Witcher_3 40 “Gwent,” Official Witcher Wiki, 15 August, 2014, last modified 23 December, 2017, accessed 17 June, 2018, https://witcher.gamepedia.com/Gwent 38 40 seemed to live in the village’s houses. From Yontek Geralt learnt that the pigs are indeed villagers but under an influence of a curse, and after brief investigation he discovered that they had broken into a vault of a forgotten god and escaped with gold found inside, which led to them getting turned into hogs. The witcher soon later learnt that in order to lift the curse all coins had to be returned to the underground treasury. After lifting the curse, villagers started accusing Yontek of bringing it upon them. That was the point where the player had two options: either defend Yontek, or let the angry mob lynch him. This quest is very similar to the sacrificial genre, much more than Sacrifice plot. It very strictly follows its stages; however, the first two of them take place before the beginning of the quest, and the third one – punishment, is in progress, as the villages are already under a curse – the punishment for stealing the gold belonging to an ancient god. The sacrifice stage is returning coins back to the vault which results in reversing the curse. Afterwards, a stage which can be compared to that of Revenge plot, when villagers try to punish Yontek for what they think he did. If the player decides to let them lynch him, the revenge is fulfilled. If not, Yontek escapes the village and finds another place to live. The last stage can be also translated to the last stage of the Underdog plot, as if the witcher does not defend Yontek, the underdog fails to defeat the antagonist, and if he does defend the villager, the underdog escapes the antagonist (which is a slight modification to the plot structure). One of the quests which are an interpretation of Metamorphosis plot is “In Wolf’s Clothing,” which takes place in Skellige. Technically, it is a contract-type quest, but due to its complexity it can be perceived as a secondary quest. After learning about a man under a werewolf curse who occupies a temple of Freya and finding out 41 about the cause of the curse Geralt heads to the temple to meet Morkvarg – the werewolf. When he defeats the beast in combat it turns out that it cannot be killed in a “conventional” way. The player has two options: kill the werewolf by feeding him his own flesh or lift the curse by handing him over a fang which Geralt got from Tordar – one of Morkvarg’s comrades. As has been stated, this quest is based mainly on the Metamorphosis plot. The curse is put on Morkvarg before the quest starts, but instead of Geralt (who would be the “traditional” antagonist according to Tobias), the werewolf is the antagonist. The second stage of Metamorphosis is omitted, as there is no evolution of relationship, definitely not of romantic nature. Regardless of the player’s choice, the ending is somehow in accordance with Tobias’ plot, as in both instances the curse is lifted, even though the result can be different: the antagonist can die or not. 2.6. Quests with elements of love-based plots “The Last Wish” is a secondary quest that players encounter during one of the main missions on Skellige and is connected to one of two major romance options – Yennefer, a sorceress, with whom Geralt is connected by a djinn’s spell casted long time ago. When the couple travelled to Larvik, the sorceress revealed that she wants to capture a djinn and draw on its power. Geralt agreed to help her and they set off to find a dead scholar who devoted his life to discover the secrets of djinns. After finding a part of artefact needed in the ship that sunk years ago, or at least a half of the ship, Yennefer teleported Geralt and herself near the location of the second part. That was when she revealed why she wanted to find the djinn – to check whether the feelings (love) between them were real or just the result of the other djinn’s spell. There, on the 42 top of a mountain in the second part of the sunken ship they found they found a second part of the seal needed to summon the djinn. After a fight, Yennefer managed to snare the magic spirit, and persuaded it to grant her the last wish - release Geralt and her from the spell. After she released the djinn they had a serious talk about their feelings. To her surprise, she felt no different than before the spell was broken – she still loved Geralt. They player had the choice to either confess his love or deny it. This quest, as well as the whole romance between Yennefer and Geralt, is a deep variation on the Love plot. First of all, the beginning stage happens before the quest begins, with obstacles and multiple separations, not always forced on them. What is interesting, the love between them is, we can say, artificial, as it is an effect of a third party’s spell which bounded them together. The second stage of the Love plot is also present in this quest, but the obstacle perceived by Yennefer is the spell which bounds her to Geralt, as due to it she cannot tell whether her feelings are real or imposed. When the lovers surpass that obstacle in the third stage, they have to face their real emotions which, surprisingly, turn out to be the same as previously. At least if the player decides that Geralt should keep loving Yennefer. It is up to the player whether the love stands that test, but it seems that developers strongly suggest that it should: “The truth did not disappoint. The captured djinn dispelled its predecessor's work… and the feelings between Geralt and the sorceress burned on as fiery as ever.” A quest chain, especially the last quest – “Now or Never,” which is connected to Love plot is the one related to Triss – one of sorceresses. During the last quest she wants to evacuate mages from the city of Novigrad, as nearly all magic users are to be eliminated from the society because of the witch hunt that was enforced in the city by king Radovid. Triss asks Geralt for help, and the witcher agrees. After slashing through 43 some witch hunters and encountering some minor problems, Triss and Geralt manage to reach the hideout of the mages. Then, they have to escort them through the sewers to the port so that they can escape on ships to the Kingdom of Kovir and Poviss where they would be safe. At the port they are ambushed by another squad of witch hunters, but they are no match for a witcher and a sorceress. Now the player has to decide whether tell Triss that he loves her, or let her go. In the former case, they end up making love on top of the lighthouse. In the latter one, they part ways as Triss sails to Kovir with the mages. Most of the quest goes according to the Escape plot; however, Geralt’ motives can be connected with his love towards Triss (depending on the choice at the end). The quest is based on a modified Escape plot - a third party is imprisoned, not the hero; moreover, the imprisonment is not enforced by any authority, but in some sense by the prisoners themselves, as they are trying to hide from the authorities. The whole sequence of stages is similar to that of Escape plot, but the first two, imprisonment and planning of escape happen before the quest begins. If the player decides that Geralt loves Triss, an extra stage is added, which is the third, last stage of Love plot, during which lovers reunite. 2.7. Main storyline The game begins with a brief flashback, after which the player learns that the protagonist, Geralt, and his witcher friend, Vesemir just made their way to White Orchard, a small village in the Kingdom of Tameria (which in the time of the game is occupied by the Nilfgaardian Empire). They are following Geralt’s lover, a sorceress – Yennefer. To learn about her whereabouts, they need to kill a griffin that has been 44 attacking villagers, in order to persuade a Nilfgaardian captain to share with them details about the sorceress’ location. After slaying said monster, we learn that Yennefer has gone to Vizima, former capital of Tameria where the Nilfgaardian emperor, Emhyr var Emreis, temporarily resides. Just as they want to leave, Yennefer appears and tells Geralt to go with her to Vizima for an audience with the emperor. On the way, they are attacked by The Wild Hunt, a group of spectres who originate from ancient elves, but they manage to flee. In Vizima, Emhyr gives Geralt a task to find his daughter – Ciri who is said to be hunted by The Wild Hunt. He departs to Velen an occupied Tamerian province, while Yennefer goes to islands of Skellige. The first act takes place in Velen, Novigrad, and Skellige, where Geralt has to check clues about Ciri’s location. During that, the player has some opportunities to see the story from her perspective, so learning about true events that happened to her. After checking all the clues Geralt the first act ends. At the end, Geralt establishes that Uma, a cursed child must be the key to finding the princess. The second act, he intends to lift the curse and make the creature, or person, tell him where Ciri is. Before it has been done, it become clear that a confrontation with The Wild Hunt will happen. Geralt had to gather his allies who would help him defend Kaer Morhen, a witcher’s keep from The Wild Hunt. After that, Vesemir succeeds in lifting the curse from Uma, who turned out to be Avallac’h, kinsman of elves from The Wild Hunt and Ciri’s tutor. Even though he was very weak, he managed to tell Geralt where he can find the princess – on the Isle of Mists. After a struggle to get to the Isle and eventually finding Ciri, they come back to Kaer Morhen to prepare for the elven assault. Then the battle commences, and in the moment when it is nearly 45 lost, Ciri unleashes her full power forcing White Hunt forces to retreat. But the price is high, as Ciri’s mentor and Geralt’s friend, Vesemir dies during the battle. The last act focuses on gathering forces, usually in the form of sorceresses, who would help Ciri and Geralt in their final battle against The Wild Hunt, and later on the battle itself (“On Thin Ice”). It begins with Ciri convincing Geralt to help her kill Imlerith, one of generals of The Wild Hunt. It continues with preparations for the clash and convincing sorceresses such as Philippa Eilhart in “Blindingly Obvious” to help the princess. When the battle commences, Ciri and Geralt have to first kill dozens of Wild Hunt soldiers in order to confront Caranthir, Wild Hunt navigator, and ultimately Eredin, the King of the Wild Hunt. The penultimate event of the act is Ciri venturing through a portal with aim to destroy the White Frost, a phenomenon that freezes entire planets. Depending on player’s choices earlier in the game there are three distinctive endings: Ciri either dies, or becomes empress of Nilfgaard, or becomes a witcher. 41 This storyline is comprised of stages from multiple of Tobias’ plots, with usually two or more of them mixed in a single act. The prologue is similar to the first stage of Pursuit plot, as the pursuer (Geralt) and pursued (Yennefer) are introduced. What is interesting, the pursued is only temporary, as in the end of the prologue she is “caught” by the protagonist, and a new pursued (Ciri) is introduced. The first act is a mix of the second stage of Pursuit plot and of the Riddle plot, as the protagonist searches for the pursued; however, her location and history is a mystery for him. A mystery the protagonist tries to solve for the whole first act. The second act is another mixture, this time of a Pursuit plot with an original addition of an element of defending “The Witcher 3 main quests,” Official Witcher Wiki, 20 May, 2015, last modified 4 December, 2017, accessed 22 June, 2018, https://witcher.gamepedia.com/The_Witcher_3_main_quests 41 46 protagonist’s home. After finding allies who could help him in the later part of the act (interestingly, gathering a party usually happens in the beginning of a story not in the middle of it), Geralt finally succeeds in reach and find Ciri on the Isle of Mists, and soon later comes back to Kaer Morhen to defend it from The Wild Hunt. Vesemir’s death is the point in which the story begins to revolve around Ciri instead of Geralt and when the story becomes a plot during which Ciri wants to revenge Vesemir by destroying The Wild Hunt. Therefore, Ciri replaces Geralt as the protagonist, and Geralt becomes her helper. The third and last act is generally a Revenge plot with a new protagonist – Ciri, as it combines the second and third stage of the plot (the first stage happens in the second act). The protagonist, with Geralt’s help, plans revenge, gathers forces, and systematically eliminates all associates of Eredin, the antagonist. Interestingly, the final duel with the antagonist is fought by the previous protagonist, Geralt, not by the protagonist who wanted to fulfil the revenge; nevertheless, the revenge is complete. However, the story does not end here, but continues in form of two additional stages, one of which is dependent on player’s choices during the game. The first one is a compressed interpretation of the whole Sacrifice plot, as Ciri wants to sacrifice her life for the greater good – to save the world from the White Frost. The second one may differ: either Ciri dies, which is a fulfilment of Sacrifice plot, or becomes an empress/a witcher, which can be interpreted as a last stage of Ascension plot. It can even be said, that whole Ciri’s story, her training, destiny, and end, is an Ascension plot, as long as it does not end with her death. 2.8. Conclusion After the analysis of structure of eighteen quest from The Witcher 3: Wild Hunt and comparing them to those from XX Master Plots: And How to Build Them, there are 47 multiple conclusions can be drawn. First of all, quests which are more developed usually do not follow a strict plot structure of a single but of multiple plots. This can be a sign of developers’ desire to make their work and stories more interesting to players via introducing multiple plot twists and genre mixing. However, it may also be a signal that narrative designers who were responsible for secondary quests did not know any “standard” plot structures or intentionally did not want to follow them. Secondly, most of the secondary quests have a very compressed structure. They usually contain many plot stages in very short periods of time or omit some stages (which implicitly take place before the quest or even game starts) in order to show the player only the most captivating and engaging parts of the plot. Thirdly, quests whose structures are simpler are modified in different ways, for example in character roles (“A Deadly Plot”), or in circumstances and characteristics of specific stages (“The Last Wish”). Nearly none of the analysed quest strictly followed any of Tobias’ plots, with exception of some basic and simple quests (like based on horse racing, fist fighting etc.), but even in those the structure is simplified to such a degree that they only take the core idea of a plot rather than following its structure. What is interesting, a large part of secondary quests follows or are a mixture of action-based plots, which in line with the genre and subject of the game’s story – adventures of a witcher, a monster hunter for hire. Fourthly, an interesting structural procedure has been used in the main storyline, as at the end of the second act up till the end, Geralt who until that time has been the protagonist, becomes protagonist’s helper, and a new protagonist is introduced – Ciri, who until then had served the role of the pursued. To sum up, the hypothesis that each of plot structures presented in Tobias’ XX Master Plots is based on a modified or mixed version of one or more of Universal 48 Genres formulated by Hogan, proved to be partially true. The vast majority of plots’ stages could be compared or linked to those of Hogan’s genres. However, there were some instances of phases which have no correlation with any of the Universal Genres but those were isolated cases. The hypothesis that secondary (side) quests in The Witcher 3: Wild Hunt are designed in a way that most of them can be assigned to one of Tobias’ Master Plots, usually deeply modified is also semi-true. While simpler quests are usually too short to be properly analysed, the more developed ones do have structural connection to one or multiple Tobias’ plots. The only exception are eventbased plots which are nearly non-existent in The Witcher 3. It is true that designers who were responsible for secondary quest in The Witcher 3: Wild Hunt invented storylines which can be perceived as major modifications of Tobias’ plots, both in terms of stages’ order, and in terms of content of specific stages. It is safe to assume that all measures listed above were taken in order to make the quests more interesting and entertaining for players. It is an expected move from the side of developers, as it is in their interest to make the most enjoyable game possible, and an immersive storyline which cannot be easily predicted is one of better methods to achieve that. 49 BIBLIOGRAPHY CD Projekt RED. The Witcher 3: Wild Hunt. CDP, 2015. Hogan, Patrick Colm. “Story Development, Literary Evaluation, and the Place of Character.” In: How Authors’ Minds Make Stories. Cambridge: Cambridge University Press, 2013, 27-45. Hogan, Patrick Colm. “A Narrative Idiolect: Shakespeare’s Heroic Stories.” In: How Authors’ Minds Make Stories. Cambridge: Cambridge University Press, 2013, 50-56. Hogan, Patrick Colm. “The Structure of Stories: Some General Principles of Plot.” In: The Mind and its Stories: Narrative Universals and Human Emotion. New York: Cambridge University Press, 2003, 202-238. Tobias, Ronald B. 20 Master Plots: And How to Build Them. Cincinnati, Ohio: Writer’s Digest Books, 1993. “Horse racing.” Official Witcher Wiki. 2 July, 2015, last modified 20 October, 2017, accessed 18 June, 2018, https://witcher.gamepedia.com/Horse_racing. “Fistfighting in The Witcher 3.” Official Witcher Wiki. 2 July, 2015, last modified 29 September, 2017, accessed 18 June, 2018, https://witcher.gamepedia.com/Fistfighting_in_The_Witcher_3. “Gwent.” Official Witcher Wiki. 15 August, 2014, last modified 23 December, 2017, accessed 17 June, 2018, https://witcher.gamepedia.com/Gwent. “The Witcher 3 main quests.” Official Witcher Wiki. 20 May, 2015, last modified 4 December, 2017, accessed 22 https://witcher.gamepedia.com/The_Witcher_3_main_quests. June, 2018, 50 Weber, Philipp. “Making Games Classics: Quest Design in The Witcher 3: Wild Hunt.” Making Games. January 2, 2017, accessed 4 April, 2018, http://www.makinggames.biz/feature/quest-design-in-the-witcher-3-wildhunt,6896.html. Haywald, Justin. “How the Side Quests in the Witcher 3 Can Change the Whole Story.” Gamespot. April 25, 2015, accessed 5 April, https://www.gamespot.com/articles/how-the-side-quests-in-the-witcher-3-canchange-th/1100-6426897/. 2018, 51 SUMMARY IN ENGLISH The goal of this paper is to determine how the main storyline and side quest structure of The Witcher 3: Wild Hunt relate to plot structures formulated in XX Master Plots: And How to Build Them by Ronald B. Tobias. In order to learn more about structures described by Tobias, the first chapter of this paper contains a comparative analysis of said structures with plot structures of universal genres which have been formed by Patrick C. Hogan in How Author’s Minds Make Stories. The second chapter focuses on analysis of side quests’ and main storyline’s plot structures, in order to distinguish modifications to structures formulated by Tobias which were implemented into the game. An attempt is also made to find reasons as to why the modifications described earlier were used during creation of the game’s plot. 52 STRESZCZENIE W JĘZYKU POLSKIM (SUMMARY IN POLISH) Celem pracy jest wykazanie jak główna linia fabularna oraz struktura zadań pobocznych w grze Wiedźmin 3: Dziki Gon odnoszą się do struktur fabularnych sformułowanych w XX Master Plots: And How to Build Them przez Ronald’a B. Tobias’a. Aby lepiej poznać struktury opisane przez Tobias’a, w pierwszej części pracy przeprowadzono analizę porównawczą tychże struktur ze strukturami fabularnymi stworzonymi przez Partick’a C. Hogan’a w How Author’s Minds Make Stories, określanymi jako gatunki uniwersalne. Sprecyzowane zostały także etapy poszczególnych fabuł, aby łatwiej było je odnieść do zadań w Wiedźminie. Druga część pracy skupia się na analizie struktur zadań pobocznych oraz głównej linii fabularnej gry Wiedźmin 3, przeprowadzonej w celu wyróżnienia metod modyfikacji struktur stworzonych przez Tobias’a, które zostały zastosowane w grze. Podjęta zostaje również próba znalezienia przyczyn, z powodu których opisane wcześniej modyfikacje zostały wykorzystane w tworzeniu fabuły gry.
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