Thursday 13 December 2012

Joseph Campbell's 'Universal Hero Monomyth'

Joseph Campbell created the influential work 'The Hero with a Thousand Faces' and with this he developed the idea of 'Universal Hero Monomyth.' 

This idea suggest there is an underlying structure of iconography, themes, concepts and narrative structure that is common to the religions, myths and legends of almost every culture in the world. Great success such as George Lucas was influenced by this in order to create 'Star Wars' as in conforms to the Universal Hero Monomyth is every way. 


Ordinary World – The ordered world that the hero will choose (or be forced) to abandon.

Call To Adventure – A problem or challenge arises.

Refusal Of The Call – Fear or reluctance may strike the hero.

Meeting With The Mentor – The mentor is a key character.

Crossing The First Threshold – The hero commits to the adventure.

Test, Allies, Enemies – The hero must learn the rules that will govern his quest.

Approach To The Innermost Cave – The most dangerous confrontation yet, perhaps the 
                                                                     location of the treasure, or the object of the quest.

Ordeal – The hero must face his fear or mortal enemy who will seem more powerful. Mental or
                 physical torture may occur.

Reward (Seizing The Sword) – The hero can celebrate the victory.

The Road Back – Vengeful forces controlled by the villain are unleashed.

Resurrection – Perhaps a final confrontation with death.

Return With The Elixir – Return to the ordinary world with some wisdom,  knowledge or 
                                              something else gained from the adventure.



Although I haven't followed this narrative structure from the start of my production, I still feel my story line can follow the 'Universal Hero Monomyth' and this is how it would look. 

Ordinary World - Protagonist always stays at home, not many friends playing WoW all the 
                                time. 

Call to Adventure - Grandad becomes ill, this creates a problem

Refusal of The Call - Protagonist does not go and visit his Grandad, despite being asked. 

Meeting with Mentor - Mum, who becomes a main role, tells the protagonist about Grandad.

Crossing the First Threshold - Now than the protagonist is benefiting from his Grandad he 
                                                           begins to go 'off the rails' which is ultimately the start of his 
                                                          'quest' ahead. 

Test, Allies, Enemies - He is told to be sensible with his money and is given different 
                                          suggestions of how he can spend it or use it wisely. 

Approach to the Innermost Cave - Rather than a confrontation, the protagonist is more 
                                                                 swept into a world of 'misuse' and finds a way of enjoying
                                                                 his new income.

Ordeal - Everything begins to go wrong with the protagonists life as he begins to lose family 
                and friends. He begins to fight against them in a way. 

Reward (Seizing the Sword) - Protagonist begins to celebrate as he feels as though he is
                                                        more important now and can do as he pleases. 

The Road Back - He is kicked out of his home and realises that 'the battle' is not won just yet. 

Resurrection - After realising he has done wrong, the protagonist tries to undo what has
                           become of him and wishes to put things back to normal. 

Return with the Elixir - After the whole quest, the protagonist returns back to normal life at 
                                           home with the remainder of his money, more respect for his family
                                           and begins a more successful and sensible lifestyle. 

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