To have a goal characterizes a human being. One strives for money, the other for love. The third for pleasure, the fourth for knowledge. “You are what your goals are,” could be a guiding principle for film characters. Figures can be developed relatively easily according to the want-and-need model in such a way that in the end they get something different from what they strive for at the beginning. This is a professional way to implement a figure development.
Adventure stories usually begin in a healed world, in which evil enters or tries to enter. This intact world is the “starting point” of the protagonist. After the evil is there, the protagonist must react. He either tries to keep evil away from himself in his little world or he clears a “path” (= Want) through the landscape of evil.
On the path of adventure, friendships develop and die and the ideal world moves further and further away. After many obstacles that the protagonist has to overcome, he finally reaches a new world (= Need) where he finds peace. This new world can also be a changed starting world.
The following diagram is intended to illustrate the three worlds of the protagonist in adventure stories …
|The starting point of the protagonist is usually an intact world of love, family and mutual friendship. The protagonist pursues goals of everyday life.|
|The protagonist and his group try to ward off the evil that threatens their intact world. In order to do so, they must, in a second step, search for something that will bring evil down. The companions set off on an arduous journey.|
The protagonist and his companions achieve, after they have defeated evil, something they have earned. Either they return to their tranquil and peaceful home or the protagonist finds something new, such as love for another person.
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