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Story and Discourse: Narrative Structure in Fiction and Film

31 May 1980-
About: The article was published on 1980-05-31 and is currently open access. It has received 1885 citations till now. The article focuses on the topics: Narrative structure & Narrative criticism.
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Journal ArticleDOI
TL;DR: The authors argue that a series of apostrophes in the Aeneid's second half explores the challenging dynamics of establishing a dominant social memory, where the narrator addresses several characters on the threshold of death, and each time, he attempts to dictate how they will be remembered by his audience.
Abstract: This article argues that a series of apostrophes in the Aeneid's second half explores the challenging dynamics of establishing a dominant social memory. In these apostrophes the narrator addresses several characters on the threshold of death, and each time, he attempts to dictate how they will be remembered by his audience. Yet these narratival exclamations contrast with the characters' competing commemorations of the dead, a juxtaposition which undermines the narrator's seemingly authoritative memorials. Through these various apostrophes, Vergil foregrounds a paradoxical tension within the Aeneid between the need to move forward and the provisional nature of any sense of closure. in A SerieS of ApoStropheS that punctuate the Aeneid's second half, the narrator addresses characters who stand on the threshold of death. These apostrophes have been studied productively from a variety of perspectives, whether as markers of Roman identity 1 or as judgments on the Aeneid's teleological plot, 2 but their distinctive form and arrest- ing emotional content often threaten to overshadow their consequential interaction with their context. The epic's characters apostrophize the same characters as the narrator, and their commemorations, which prove to be starkly unlike his, have a significant impact on how his exclamations are understood. 3 This article argues that this multitude of apostrophes demonstrates the deep-set need of the Aeneid's characters and narrator to frame and define the past, even as their contradictions reveal that any feeling of closure achieved by commemoration proves illusory.

11 citations

Dissertation
01 Jan 2011
TL;DR: The authors examined how the internationally-prevalent mode of metafiction has influenced New Zealand fiction since the middle of the 20th century and explored ways in which the metafictional mode in New Zealand since the 1960s might be seen to expand and augment realism by depicting individual modes of thought and naturalising unique forms of self-reflection.
Abstract: While studies of metafiction have proliferated across America and Europe, the present thesis is the first full-length assessment of its place in the literature of New Zealand. Taking as its point of reference a selection of works from authors Janet Frame, C.K. Stead, Russell Haley, Michael Jackson and Charlotte Randall, this thesis employs a synthesis of contextual and performative frameworks to examine how the internationallyprevalent mode of metafiction has influenced New Zealand fiction since the middle of the 20th century. While metafictional texts have conventionally been thought to undermine notions of realism and sever illusions of representation, this thesis explores ways in which the metafictional mode in New Zealand since the 1960s might be seen to expand and augment realism by depicting individual modes of thought and naturalising unique forms of self-reflection, during what some commentators have seen as a period of cultural ‘inwardness’ following various socio-political shifts in the latter part of 20th century New Zealand.

11 citations

Book ChapterDOI
TL;DR: A design method for interactive narratives is presented which produces designs suitable for the implementation of anticipatory mechanisms and is illustrated by application to the interactive computer game Kaktus.
Abstract: An anticipatory system for guiding plot development in interactive narratives is described. The executable model is a finite automaton that provides the implemented system with a look-ahead. The identification of undesirable future states in the model is used to guide the player, in a transparent manner. In this way, too radical twists of the plot can be avoided. Since the player participates in the development of the plot, such guidance can have many forms, depending on the environment of the player, on the behavior of the other players, and on the means of player interaction. We present a design method for interactive narratives which produces designs suitable for the implementation of anticipatory mechanisms. Use of the method is illustrated by application to our interactive computer game Kaktus.

11 citations


Cites background from "Story and Discourse: Narrative Stru..."

  • ...Kernels [8] or storyfunctional events are crossroads where the plot of a story is forced to branch of in one direction or the other....

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