A plot device or plot mechanism [1] is any technique in a narrative used to move the plot forward. [2]
A clichéd plot device may annoy the reader and a contrived or arbitrary device may confuse the reader, causing a loss of the suspension of disbelief. However, a well-crafted plot device, or one that emerges naturally from the setting or characters of the story, may be entirely accepted, or may even be unnoticed by the audience.[ citation needed ]
Many stories, especially in the fantasy genre, feature an object or objects with some great magical power, such as a crown, sword, or jewel. Often what drives the plot is the hero's need to find the object and use it for good, before the villain can use it for evil, or if the object has been broken by the villains, to retrieve each piece that must be gathered from each antagonist to restore it, or, if the object itself is evil, to destroy it. In some cases destroying the object will lead to the destruction of the villain.
In the Indiana Jones film series, each film portrays Jones on the hunt for a mystical artifact. In Raiders of the Lost Ark , he is trying to retrieve the Ark of the Covenant; in Indiana Jones and the Last Crusade , Jones is on a search for the Holy Grail. This plot device is also used in the Arabian Nights tale of "The City of Brass," in which a group of travelers on an archaeological expedition journeys across the Sahara to find a brass vessel that Solomon once used to trap a jinn. [3] [4]
Several books in the Harry Potter series orient around a search for a special object. In Harry Potter and the Philosopher's Stone , Harry believes there is a magical stone in Hogwarts with special powers. Lord Voldemort needs this stone to bring back his body, and Harry looks for the stone first to prevent Voldemort's return.
The One Ring from J. R. R. Tolkien's novel, The Lord of the Rings has been labeled a plot device, since the quest to destroy it drives the entire plot of the novel. However, British Classical scholar Nick Lowe said: "Tolkien, on the whole, gets away with the trick by minimizing the arbitrariness of the ring's plot-power and putting more stress than his imitators on the way the ring's power moulds the character of its wielder and vice-versa." [5]
The term deus ex machina is used to refer to a narrative ending in which an improbable event is used to resolve all problematic situations and bring the story to a (generally happy) conclusion. [6]
The Latin phrase "deus ex machina" has its origins in the conventions of Greek tragedy, and refers to situations in which a mechane (crane) was used to lower actors playing a god or gods onto the stage at the end of a play.
The Greek tragedian Euripides is notorious for using this plot device as a means to resolve a hopeless situation. For example, in Euripides' play Alcestis , the eponymous heroine agrees to give up her own life to Death in exchange for sparing the life of her husband, Admetus. In doing so, however, Admetus grows to regret his choice, realizing that the grief of her death would never leave him. Admetus is seized by guilt and sadness, wishing to keep her or die alongside her, but held by his obligations to raise their children. In the end, though, Heracles shows up and seizes Alcestis from Death, restoring her to life and freeing Admetus from the grief that consumed him. [7] Another example of a deus ex machina is Gandalf in The Hobbit. [8] With the help of seemingly limitless magical capabilities, he rescues the other main characters from all sorts of troubles. Likewise, the eagles in both The Hobbit and The Lord of the Rings perform unexpected rescues, serving both as the eucatastrophic emissary and the agent of redemption. [9] The first person known to have criticized the device was Aristotle in his Poetics , where he argued that the resolution of a plot must arise internally, following from previous action of the play. [10]
A frequently used plot mechanism in romances and dramas is the love triangle, a conflict where two characters compete for the affection of a third character. [11]
A MacGuffin is a term, popularized by film director Alfred Hitchcock, referring to a plot device wherein a character pursues an object, though the object's actual nature is not important to the story. Another object would work just as well if the characters treated it with the same importance. [12] Regarding the MacGuffin, Alfred Hitchcock stated, "In crook stories it is almost always the necklace and in spy stories it is almost always the papers." [13] This contrasts with, for example, the One Ring from The Lord of the Rings, whose very nature is essential to the entire story. Not all film directors or scholars agree with Hitchcock's understanding of a MacGuffin. According to George Lucas, "The audience should care about it [the MacGuffin] almost as much as the dueling heroes and villains on-screen". [14] Thus MacGuffins, according to Lucas, are important to the characters and plot.
MacGuffins are sometimes referred to as plot coupons, especially if multiple ones are required, as the protagonist only needs to "collect enough plot coupons and trade them in for a dénouement". [15] The term was coined by Nick Lowe. [5]
A plot voucher, as defined by Nick Lowe, [5] is an object given to a character (especially to the protagonist) before they encounter an obstacle that requires the use of the object. An example of a plot voucher is a gift received by a character, which later impedes a deadly bullet.
A quibble is based on an argument that an agreement's intended meaning holds no legal value and that only the exact, literal words agreed on apply. For example, William Shakespeare used a quibble in The Merchant of Venice : Portia saves Antonio in a court of law by pointing out that the agreement called for a pound of flesh, but no blood, so Shylock can collect only if he sheds no blood.
The function of a red herring is to divert the audience's attention away from something significant. Red herrings are very common plot devices in mystery, horror, and crime stories. The typical example is in whodunits, in which facts are presented so that the audience is tricked into thinking that an innocent character is the murderer.
A shoulder angel is a plot device [16] used for either dramatic or humorous effect in animation and comic strips (and occasionally in live-action television). The angel represents conscience and is often accompanied by a shoulder devil representing temptation. They are handy for easily showing inner conflict of a character. Usually, the angel is depicted on or hovering near the right shoulder and the devil or demon on the left, as the left side traditionally represents dishonesty or impurity (see Negative associations of left-handedness in language).
The idea of a shoulder angel and devil consulting the person in the center of the dispute is a tripartite view of the divided soul, that contributes to a rich tradition involving Plato's Chariot Allegory as well as id, ego and super-ego from Freudian psychoanalysis. The difference with other views is that the shoulder angel and devil emphasize the universal ideas of good and bad. [17]
This device was humorously used in The Emperor's New Groove (2000) and its sequel, Kronk's New Groove : the Kronk consults his shoulder angel and devil in order to determine whether to follow Yzma's orders or not.
The Hobbit, or There and Back Again is a children's fantasy novel by the English author J. R. R. Tolkien. It was published in 1937 to wide critical acclaim, being nominated for the Carnegie Medal and awarded a prize from the New York Herald Tribune for best juvenile fiction. The book is recognized as a classic in children's literature and is one of the best-selling books of all time, with over 100 million copies sold.
In fiction, a MacGuffin is an object, device, or event that is necessary to the plot and the motivation of the characters, but insignificant, unimportant, or irrelevant in itself. The term was originated by Angus MacPhail for film, adopted by Alfred Hitchcock, and later extended to a similar device in other fiction.
In a literary work, film, or other narrative, the plot is the sequence of events in which each event affects the next one through the principle of cause-and-effect. The causal events of a plot can be thought of as a series of events linked by the connector "and so". Plots can vary from the simple—such as in a traditional ballad—to forming complex interwoven structures, with each part sometimes referred to as a subplot or imbroglio.
A prequel is a literary, dramatic or cinematic work whose story precedes that of a previous work, by focusing on events that occur before the original narrative. A prequel is a work that forms part of a backstory to the preceding work.
A quest is a journey toward a specific mission or a goal. It serves as a plot device in mythology and fiction: a difficult journey towards a goal, often symbolic or allegorical. Tales of quests figure prominently in the folklore of every nation and ethnic culture. In literature, the object of a quest requires great exertion on the part of the hero, who must overcome many obstacles, typically including much travel. The aspect of travel allows the storyteller to showcase exotic locations and cultures. The object of a quest may also have supernatural properties, often leading the protagonist into other worlds and dimensions. The moral of a quest tale often centers on the changed character of the hero.
Deus ex machina is a plot device whereby a seemingly unsolvable problem in a story is suddenly or abruptly resolved by an unexpected and unlikely occurrence. Its function is generally to resolve an otherwise irresolvable plot situation, to surprise the audience, to bring the tale to a happy ending or act as a comedic device.
The climax or turning point of a narrative work is its point of highest tension and drama, or it is the time when the action starts during which the solution is given. The climax of a story is a literary element.
In J. R. R. Tolkien's Middle-earth, the Eagles or Great Eagles, are immense birds that are sapient and can speak. The Great Eagles resemble actual eagles, but are much larger. Thorondor is said to have been the greatest of all birds, with a wingspan of 30 fathoms. Elsewhere, the Eagles have varied in nature and size both within Tolkien's writings and in later adaptations.
A plot twist is a literary technique that introduces a radical change in the direction or expected outcome of the plot in a work of fiction. When it happens near the end of a story, it is known as a twist ending or surprise ending. It may change the audience's perception of the preceding events, or introduce a new conflict that places it in a different context. A plot twist may be foreshadowed, to prepare the audience to accept it, but it usually comes with some element of surprise. There are various methods used to execute a plot twist, such as withholding information from the audience, or misleading them with ambiguous or false information. Not every plot has a twist, but some have multiple lesser ones, and some are defined by a single major twist.
Chekhov's gun is a narrative principle that states that every element in a story must be necessary and irrelevant elements should be removed. For example, if a writer features a gun in a story, there must be a reason for it, such as it being fired some time later in the plot. All elements must eventually come into play at some point in the story. Some authors, such as Hemingway, do not agree with this principle.
Alcestis is an Athenian tragedy by the ancient Greek playwright Euripides. It was first produced at the City Dionysia festival in 438 BC. Euripides presented it as the final part of a tetralogy of unconnected plays in the competition of tragedies, for which he won second prize; this arrangement was exceptional, as the fourth part was normally a satyr play. Its ambiguous, tragicomic tone—which may be "cheerfully romantic" or "bitterly ironic"—has earned it the label of a "problem play." Alcestis is, possibly excepting the Rhesus, the oldest surviving work by Euripides, although at the time of its first performance he had been producing plays for 17 years.
A fantasy trope is a specific type of literary trope that occurs in fantasy fiction. Worldbuilding, plot, and characterization have many common conventions, many of them having ultimately originated in myth and folklore. J. R. R. Tolkien's legendarium for example, was inspired from a variety of different sources including Germanic, Finnish, Greek, Celtic and Slavic myths. Literary fantasy works operate using these tropes, while others use them in a revisionist manner, making the tropes over for various reasons such as for comic effect, and to create something fresh.
A eucatastrophe is a sudden turn of events in a story which ensures that the protagonist does not meet some terrible, impending, and plausible and probable doom. The concept was created by the philologist and fantasy author J. R. R. Tolkien in his essay "On Fairy-Stories", based on a 1939 lecture. The term has since been taken up by other authors, and by scholars.
A magic item is any object that has magical powers inherent in it. These may act on their own or be the tools of the person or being whose hands they fall into. Magic items are commonly found in both folklore and modern fantasy. Their fictional appearance is as old as the Iliad in which Aphrodite's magical girdle is used by Hera as a love charm.
A magic ring is a mythical, folkloric or fictional piece of jewelry, usually a finger ring, that is purported to have supernatural properties or powers. It appears frequently in fantasy and fairy tales. Magic rings are found in the folklore of every country where rings are worn. Some magic rings can endow the wearer with a variety of abilities including invisibility and immortality. Others can grant wishes or spells such as neverending love and happiness. Sometimes, magic rings can be cursed, as in the mythical ring that was recovered by Sigurð from the hoard of the worm Fáfnir in Norse mythology or the fictional ring that features in The Lord of the Rings. More often, however, they are featured as forces for good, or as a neutral tool whose ethical status in the narrative derives from the character that uses it.
Invisibility in fiction is a common plot device in stories, plays, films, animated works, video games, and other media, found in both the fantasy and science fiction genres. In fantasy, invisibility is often invoked and dismissed at will by a person, with a magic spell or potion, or a cloak, ring or other object. Alternatively, invisibility may be conferred on an unsuspecting person by a sorcerer, witch, or curse. In science fiction, invisibility is often conferred on the recipient as part of a complex technological or scientific process that is difficult or impossible to reverse, so that switching back and forth at frequent intervals is less likely to be depicted in science fiction. Depending on whether the science fiction is hard science fiction or soft science fiction, the depictions of invisibility may be more rooted in actual or plausible technologies, or more on the fictional or speculative end of the spectrum.
Packet may refer to:
Alfred Hitchcock's films show an interesting tendency towards recurring themes and plot devices throughout his life as a director.
Magic in fiction is the endowment of characters or objects in works of fiction or fantasy with powers that do not naturally occur in the real world.
J. R. R. Tolkien's narrative interlacing in The Lord of the Rings, also called by the French term entrelacement, is an unusual and complex narrative structure, known from tapestry romances in medieval literature, that enables him to achieve a variety of literary effects. These include maintaining suspense, keeping the reader uncertain of what will happen and even of what is happening to other characters at the same time in the story; creating surprise and an ongoing feeling of bewilderment and disorientation. More subtly, the leapfrogging of the timeline in The Lord of the Rings by the different story threads allows Tolkien to make hidden connections that can only be grasped retrospectively, as the reader realises on reflection that certain events happened at the same time, and that these connections imply a contest of good and evil powers.
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