Monomyth archetypes

Monomyth

The Hero's Journey. More detailed than the three-act-structure. Consists of archetypes and story structure.

Many of our myths and modern stories incorporate archetypes (recurring character types) that fulfil specific story functions and resonate with us all on very deep levels.

Archetypes

Archetypes represent one component of the human psychological profile. Together the represent one complete individual psyche. The Hero learns by meeting and interacting with other aspects of human personality along the way, incorporating select elements into themselves, while rejecting others, thus becoming more whole as the story progresses.

There are seven archetypes:

  1. Hero

The only archetype that must appear in a story. The protagonist, the character we're playing as.

Their primary function is the resolve (or attempt to resolve) the main conflict.

Other functions and/or aspect:

  • Identification

Let the Hero have aligning desires, morals and motivations with the player, which they can identify with.

The Hero is the player, so making the player relate and feel sympathy towards the Hero strengthens the emotions they feel about the story. The player has to understand the Hero and why they do the things they do.

For example, an aggressive exiled son wanting revenge on his father, and the player understanding his motivations and feeling for him, wanting him to get this revenge as well.

  • Change and growth

Hero starts in state of dissatisfaction/incompleteness en changes/growths to a more complete state throughout the story. They grow game mechanically speaking as well, in my case through power-ups, which is build into the Metroidvania genre.

  • Action

Hero must take action in order to resolve the conflicts.

  • Personal Primal Stakes

What's at stake and why should I care? The audience should care about the Hero themselves or whatever the resolution of the conflict will benefit. Or both. Usually this drive is something primal. Examples: Life, death, health, family, love, sex.

  • Risk and Sacrifice

Taking risks with big stakes intensely personal to the Hero, and being willing to face the consequences if failure.

  1. Herald

Herald announces the main conflict (or its potential) to the Hero, kickstarting the story.

This can be a person, but also a phone call, text message, the game UI, or a dead bird laying on the floor. It can also be fulfilled by multiple things.

It may be absent, but that's usually when the Hero is immediately swept into conflict.

  1. Mentor

Teacher, adviser. Usually older and wiser than the Hero, perhaps a past Hero. Can be multiple characters throughout the story.

Functions/roles include:

  • Teaching: Advice, knowledge, skills, training to face the main conflict.

  • Gift giving : Equipment, weapons, items.

  • Motivation and Conscience: Trying to convince and motivate the Hero to do the right thing.

  1. Threshold Guardian/Henchman

Blocks the progress of the Hero. Working under supervision of a villain. Causing sub-conflicts.

Tests the Hero before meeting the true villain. Is not always defeated, but sometimes worked around or turned into allies. (Think, sub-bosses and bosses. Or rivals.)

  1. Trickster

Comic relief. Infuses light-heartedness and comedy when the story needs it most. Can be multiple characters throughout the story.

  1. Shapeshifter

Exists to stoke fires of doubt and suspicion, mistrust and misdirection.

A seemingly good guy turning bad or the other way around.

Good catalysts for surprises, plot twists and red herrings (a clue or piece of information which is or is intended to be misleading or distracting.)

  1. Villain

Usually one character throughout the whole story. (Or one thing? 'The infection'?)

Generator/defender of the main conflict, final challenge to the Hero.