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Showing posts with label stargate. Show all posts
Showing posts with label stargate. Show all posts

Tuesday, July 2, 2013

SUBCOMBATIVE TROOPERS

"Man is what he is, a wild animal with the will to survive, and (so far) the ability, against all competition.  Unless one accepts that, anything one says about morals, war, politics-- is nonsense.  Correct morals arise from knowing what Man is-- not what do-gooders and well-meaning old Aunt Nellies would like him to be."-- Robert Heinlein, STARSHIP TROOPERS.

Reading this quote in isolation, one might think that Heinlein was seeking to make some point comparable about will and "the will to power" akin to the philosophical insights of Schopenhauer and Nietzsche.  Heinlein, however, is pursuing more limited goals.  STARSHIP TROOPERS might be termed a "bildungsprop."  That is, on a superficial structural level it resembles the literary genre called the "bildungsroman," the novel which primarily describes a young man's maturation.  However, though a young man of a far-future era is indeed the viewpoint character of TROOPERS, and he does undergo a maturational process, that process is not oriented on showing his personal progression, but the positive effects of the era's meritocratic military upon his unsentimental education.  Hence, the intent is closer to being a propaganda-speech on the virtues of the military, which Heinlein constructs with enough sophistry to elide any possible flaws-- and with enough panache that the novel won science fiction's Hugo Award in 1960.  In addition to the novel's controversial merits in terms of its philosophical viewpoint, TROOPERS is also known as the first SF-novel to extrapolate the concept of "powered armor suits" to be worn in battle, as opposed to a warrior simply clad in some form of armor, with or without additional gimmicks.  Heinlein's term "mobile suits" became so well circulated that it entered the name of the later Japanese manga franchise MOBILE SUIT GUNDAM.



My reason for recently rereading TROOPERS, though, was to determine whether or not it fit the combative mode, as did the 1997 film adaptation of the novel.  I suspected that it did not, but I certainly hadn't even begun to think in terms of the combative mode when I first read it, much less formulating that it required both a *narrative* and a *significant* value. 

To cite the short verdict, TROOPERS possesses the *significant* value, in that there are at least two exceptional forces pitted against one another: the highly skilled soldiers of Earth, sometimes though not always garbed in mobile suits, and the alien "Bugs" who represent the "competition" of which Heinlein speaks in the above quote. Yet the narrative value isn't there, for the book is really not constructed around the conflict.  The novel opens with Earth taking military action against an unrelated group of alien combatants, during which POV-character Rico makes considerable use of his mobile suit.  After that, the novel moves back in time, describing in great detail the events that led to Rico's military service.  Eventually the novel shuttles back to real time, and the so-called "Bug War" begins, in which the aliens assail Earth by blowing up Buenos Aires, which coincidentally happens to be Rico's home city.  Eventually Rico takes part in a raid on one of the bugs' world, as he and his men attempt to take prisoner one of the "brain bugs" in the aliens' hierarchy. In the film STARSHIP TROOPERS, this battle is the culmination of the Earthpeople's endeavors.  However, because in the novel Heinlein is seeking to illustrate the chaotic quality of military action-- the better to underscore the true heroism of the ordinary soldier-- the battle is rendered fragmentary by Rico's limited POV.  Rico's part in the action ends when a roof literally falls in on him, and though the mission is judged a success, the battle itself is secondary to Heinlein's focus on the military outlook.  This strategy of eliding the potential for a combative climax compares somewhat to the ending of CORIOLANUS, a work I described in MYTHOS AND MODE 2 as also possessing the significant value but not a narrative one.

Once I finished reading, though, I also assessed the novel in terms of the Rico persona, and decided that he was more dominated by the quality of persistence rather than glory, despite Heinlein's many assertions of the military's glorious record.  This would make him a "demihero" rather than a "hero."  Further, this returns me to a line of thought I formulated in April of this year:

On a tangential note, I think that in general most works that focus on the military-- be they naturalistic or otherwise-- tend to emphasize the "emotional tenor" of "persistence" rather than "glory," as those terms were defined here. The military is more often defined by the quality of winning conflicts through group effort rather than individual excellence, and that may be one reason I couldn't view the heroes of STARGATE as fully in the genre of adventure, despite some superficial likenesses.
I did not claim that military characters could not possess the persona of the hero.  However, such characters' adventures must, in keeping with my alignment of "glory" with the concept of "megalothymia," must show a much more personal stake in a given conflict than one sees in STARSHIP TROOPERS.

For example, I cited one "heroic military" example, that of Marvel Comics' Sergeant Fury. From SGT. FURY #5, here's Fury's very personal reaction to his being challenged by the evil Nazi officer Baron Strucker.



It strikes me that this aspect of "personal glory" is exactly why, in KNOWING THE DYNAMIS FROM THE DYNAMIC, I didn't want to regard the protagonists of STARGATE as "heroes."  At the time I tried to rationalize that the Stargate heroes seemed unheroic because they belonged to the "dramatic" mythos.  In contrast, I had no difficulty in regarding drama-centric Harry Potter as a "hero," even though I had not at that time fully evolved my concept of the four personas.

Now I'm not saying that the various STARGATE heroes-- none of whose names I can remember-- never get mad or offended as Sgt. Fury does above.  But the narrative focus of the teleseries is upon "group effort," and hence victory through persistence, rather than personal glory.  There's no doubt from the first pages of the Fury-Strucker story that there's going to be some monumental combat between Fury and Strucker.  Occasional STARGATE stories may set up such a conflict.  But the narrative emphasis in the teleseries, as in Heinlein's TROOPERS novel, is upon subsuming one's personal goals into the traditions of the military.  Thus all or most of the STARGATE characters qualify as combative demiheroes.


The Johnny Rico case is more complicated.  The original template for Rico is that of a subcombative demihero, but the character-- as well as those featured in the film adaptations-- are combative demiheroes, who deviate from Heinlein's original template.  Thus far, I've seen TROOPERS movies fall into three of the four mythoi-- excluding only "comedy"-- and in all of them, the main characters are extremely combative.  But their mental orientations emphasize the concept of "isothymia," of "emptying out elements of will that seem excessive to one's society or environment."

Saturday, November 3, 2012

MONSTERS, DEMIHEROES, AND OTHER WILLING BEASTS

In this essay I said:


In WORLD AS WILL AND REPRESENTATION, Schopenhauer distinguishes between "intuitive" and "abstract" representations: humans share "intuitive representations" with other animals, in that they are based in the body's "percepts." But humans alone have the power to conceive "abstract representations," for humans alone can base representations in "concepts." I will use this basic opposition here, though I'll substitute "intellectual" for "abstract" purely for euphony.


A little later "instinctual" took the place of "intuitive," but I don't think I adequately explained that these representations are not inherent in the hearts and minds of the characters themselves, which is a mistake I find in the opinions of other genre-sussers cited in that essay, such as Jeff Rovin and S.C. Butler.  Rather, these Schopenhaurean representations are narrative patterns imposed upon those characters by their respective authors, irrespective of how "intellectual" or "instinctive" the characters themselves may be.



So I am not claiming that the character denoted as a hero must be intellectual, nor that the character denoted as a demihero must function by instinct alone.  The willing aspects of the characters are to be found in the narrative functions given the characters by their authors, not in the personalities of characters themselves. 


In this essay I defined Vincent Price’s character Dr. Craven as a demihero, saying that he was defined by "instinctive will."  This doesn't mean that instinct alone rules the character; rather, it rules the pattern of his narrative.  Craven is certainly more intellectual than many of the characters that qualify as heroes.  Craven is governed by “instinctive will” because even though he makes a heroic effort to oppose the villain of the story, he doesn’t become a hero.  He remains defined by his own personal goals alone, without any hint of a transcending altruism.


I’ve defined the persona of the “monster” as the generally negative counterpart of the demihero.  Usually the monster is also defined principally by self-preservation, whether the creature is destructive on a large scale (Godzilla) or covets some forbidden prize (King Kong).  Self-preservation and endurance also typify even benign monsters, like Man-Thing, of whom I said in D IS FOR DEMIHERO PT 3: 

A comics-series like MAN-THING portrays its monstrous protagonist doing good not as a conscious act but in response to instinctive tendencies. 
 

And yet there are monsters who do good as a conscious act.  A prominent example is the Incredible Hulk.  In Peter Coogan’s 2006 SUPERHERO: THE SECRET ORIGIN OF A GENRE—referenced here—he denies that Buffy the Vampire Slayer can be a superhero due to his method of “genre exclusion.”  Yet he doesn’t disallow the Incredible Hulk from superherodom despite that character’s clear alliances to the horror-genre.  And he’s correct in the latter instance.  The Hulk, though a character with no more than a brutish intelligence, exemplifies the same “intellectual will” in his narrative function, in that his authors emphasize that he makes conscious choices to battle evil.  While there are various stories in which the Hulk himself proves an unwitting menace to humanity, it’s far more typical to see him engaged in combat with outright villain-antagonists. The Hulk even has a "rogues' gallery," which is atypical for the majority of monsters of purely kenotic orientation.


The greatest exception are those serials in which a monster is drafted to become a hero in terms of plot-function, even though the monster retains the kenotic *character* of a monster.
Some examples include the 1966 KING KONG kid-cartoon:
Not to be outdone, several of Japan's Godzilla films from Toho Studios also cast the Big G in the unlikely role of Earth's protector.  In GODZILLA VS. MEGALON the Zillinator even allies himself with Jet Jaguar, one of the many progeny of UltraMan, in the battle to save Earth.

Toho's competitor Daiei Studios went even further in "super-heroizing" their monster Gamera.  After just one film in which the giant super-turtle proved a menace to mankind, every other film cast him as a heroic monster who acquired a "rogues' gallery" of mostly one-shot menaces.  A later revival even gave Gamera a backstory to explain why he was so darn beneficial.




Hanna-Barbera revisited the "hero-monster" idea in the 1978 GODZILLA TV-cartoon.  To be sure, though every episode Godzilla had to pit his reptillian righteousness against the Monster of the Week, at least the writers kept the sense that Godzilla was a big irritable beastie rather than a crusading hero.  He only protected the show's human regulars inadvertently, because his son "Godzooky" hung out with these mediocrities and the Big G had to put the welfare of his family above any possible preferences to fry the humans like so many ants beneath a magnifying glass.



So are of these permutations of respectable monster-personas "heroes?"  Only if one prioritizes the *dynamis* of plot over the *dynamis* of character.  I first established the separability of plot-dynamis from character-dynamis in KNOWING THE DYNAMIS FROM THE DYNAMIC, but my fullest examination as to this sort of division appeared in RISING AND FALLING STARS.  Examples here focused purely on the opposition of the "adventure mythos" to the "drama mythos," so that:

Observations include:

STAR WARS serves as an unreserved example of the "pure adventure," in which both plot and characters evoke the dynamis of adventure.
...in STARGATE the mythos of drama pervades the plotting of the series, overshadowing characters who would otherwise fit adventure-archetypes.
Another negative example, but one in which the mythos of drama dominates the characters rather than the plot, would be the 1978-80 versions of BATTLESTAR: GALACTICA. The plot, in which noble humans repeatedly faced the menace of Cylon invaders, clearly takes inspiration from STAR WARS, but the characters lack the *dynamis* of the adventure-mythos, tending toward drama in its manifestation of "melodrama." 
DC Comics' STARMAN, in most of the iterations of the franchise, has usually been a "pure adventure." However, the Starman introduced by James Robinson, whose continuing series ran from 1994-2001, exemplifies the type in which the plot is the main source of the adventure-dynamis.
My final example must be one in which characters with the adventure-*dynamis* override a plot with a dramatic emphasis. My choice here is the 1978 American STAR BLAZERS, adapted from the Japanese anime TV-series SPACE BATTLESHIP YAMATO (which I have not seen in its original form). 
I didn't give an example in which both plot-dynamis and character-dynamis were both aligned to the drama.  But in other essays I have mentioned Classic STAR TREK as one such, so I include it to fill in that space for symmetry's sake.

I mention all these mythoi-examples because I propose the same ambivalence applies to the narrative "persona-patterns."  King Kong, Gamera and Godzilla may follow the plots of heroes in these assorted works, but I assert that in terms of fundamental character they still represent "instinctive will," while the not much more intelligent Hulk represents "intellectual will."  So the Hulk does make that hypothetical "wiki-list of all superhero works that fall into the adventure mythos," mentioned in RISING, while the three big honking monsters cited would still fit the persona of the "monster" rather than that of the "hero."


Saturday, September 29, 2012

MEGA, MESO, MICRO PT 2

Now here's a comparative example as to how dynamicity sorts out in popular fiction.

My chosen examples here are two 1960s teleseries, STAR TREK and VOYAGE TO THE BOTTOM OF THE SEA.  Getting some obvious points out of the way:

The former is set in the far future; the latter in the near future.

Both serials deal with heroes in military service who regularly encounter marvelous threats.

The former is a drama with elements of adventure, comedy and irony.  The latter is adventure with only minor dramatic elements.

STAR TREK is a combative drama, in that it regularly features conflicts between the megadynamic forces of the heroes and those of their antagonists. VOYAGE is a subcombative adventure, in which the heroes are essentially mesodynamic though they sometimes overcome megadynamic threats.

The megadynamic forces commanded by most of the TREK heroes-- aside from one character, Mister Spock-- stem from their weapons; without said weapons, the heroes are ordinary men.  The heroes of VOYAGE control one formidable weapon, a nuclear submarine armed with missiles, which despite its superior firepower remains a naturalistic resource.  In both cases, without these weapons, the heroes of both serials are ordinary men (except Mister Spock) who possess varying ranges of combat-ability.

Finally, even putting aside the heroes' weaponry, the most significant difference for the purpose of this essay is that producer Gene Roddenberry's TREK regularly emphasized climaxes in which one or more of the main heroes (most often just Captain Kirk) engaged in battles featurng what I've termed "spectacular violence," while the heroes of Irwin Allen's VOYAGE employed for the most part mere "functional violence" (categories explained in more detail here.)

Here's a fan-favorite example of a Captain Kirk battle, from the episode "Gamesters of Triskelion."




Though Kirk is an ordinary man, his command of fighting-skills is clearly extraordinary, in that out of four opponents he kills two, wounds one and easily subdues the wounded opponent's replacement.

In contrast, though I haven't recently studied Allen's VOYAGE series in fine detail, I have seen all of the episodes, and I'd be surprised if the show contains any scenes that go beyond the most functional: "A shoots B, X punches Y."  It may be significant that most of the screen caps available on the web show the VOYAGE stars standing around in sedate poses like this one:




Because of the lack of spectacular violence, I see VOYAGE as a subcombative form of adventure.  The heroes are perhaps a little better at combat than the average man-on-the-street, but not by much.  This type of hero thus fits my definition of the mesodynamic hero from this essay as possessed of a dynamicity ranging from "good to fair," a grouping that thus far also includes the original version of Aladdin, Doctor Who and Brenda Starr, three other subcombative types analyzed here.

Now Jack Burton, cited here, is also a mesodynamic hero, but unlike the heroes of VOYAGE and the other three, who depend a lot upon luck and/or cleverness, Burton has one decisive physical skill with which he managed to take down a Chinese wizard with clearly megadynamic powers, and that skill is the one thing that at least temporarily boosts him to a megadynamic level of dynamicity.

On a related note, I'm currently debating with myself as to whether the "meso, meso, micro" distinction applies across the  board to all heroes.  It's a possibility that it may that it applies principally to (1) naturalistic heroes like Dirty Harry, (2) uncanny heroes like Zorro and Tarzan, and (3) heroes whose marvelous abilities stem entirely from their weapons, as with (as cited here) Batman.

In other words, it may be impossible or just impractical to speak of such distinctions with regards to characters who possess marvelous intrinsic powers.

For instance, the power to predict the future is a real and marvelous power, as with Dream Girl of the LEGION OF SUPER-HEROES:




Also marvelous in nature is the ability to heal oneself quickly from any wound or sickness, as with Ben Richards of the 1970s teleseries THE IMMORTAL:







However, these are not the sort of talents one wants fighting off your basic alien invasion.  Nevertheless, they are no less marvelous than the talents of Thor and Iron Man.  If these two characters can be fairly deemed as belonging to a "microdynamic" level of force, it would still have a very different character from what I mean when I speak of microdynamic protagonists-- which assumes characters who have only a "fair-to-poor" level of power, and usually connotes those that have no special power whatsoever.


Saturday, December 3, 2011

RISING AND FALLING STARS

At the onset of this essay I wrote:

Q: When is a superhero not a superhero?

A: When the *dynamis* expressed by either the plot-functions or character-functions within the corpus of a given superhero's exploits is not commensurate with those characteristic of the pure adventure mythos, aligning rather with another mythos, such as that of irony, drama or comedy.
Many fans would not find that answer either funny (which it isn't supposed to be) or intriguing (which it is).  Not a few would see no point in slicing and dicing the qualities of what makes superheroes run, much less superheroes across different mythoi (or as those fans would doubtless call them, "genres.") 

I do have a point, of course.  Having evolved my own definitions for what does and does not belong in the superhero idiom, I find it encumbent on me to formulate reasons as to why I assign a given work in one category or another.  Anything else would be mere whim, assignable to Kant's notion of "agreeability" rather than rational judgment.

And then, of course, there's always the additional motivation of having made a wrong judgment in the past oneself.

In this essay I wrote near the conclusion:

...in my "Defining the Superhero" article for COMICS INTERPRETER, I toyed with the notion that Paul Atreides of DUNE might technically fall within the range of the superhero idiom, albeit one in the *mythos* of drama rather than the more normative adventure *mythos.*

The above recap is an oversimplification of what I wrote in the INTERPRETER article.  I didn't actually bring up any of the complexities of the Fryean mythoi in that article, so I didn't differentiate him from, say, Superman in that respect.  Back then I only focused on arriving at a fundamental definition of the superhero as a type of hero associated with the metaphenomenal, though back in 2002 I was still a long way from positing the NUM theory.  Only later would I define DUNE as a drama, albeit a drama in an agonistic mode (term defined here).

Similar questions of categorization arose in the three-part essay series ADVENTURE-COMEDY VS. COMEDY-ADVENTURE, from which the above Q/A was taken.  In all of these essays I contrasted an example of some superhero-ish work in which "elements" of either comedy or adventure predominated, though I usually didn't break down the elements specifically, as the first quote specifies, into those of either plot or character.  I did do so in this essay, analyzing DOCTOR WHO and STARGATE, but those were both negative examples, works that did not fall into my category of the "pure adventure."

The usefulness of the plot/character dichotomy in that essay impacts on my intention to make my categorization process as rigorous as possible.  For instance, if I wish to make a wiki-list of all superhero works that fall into the adventure mythos, that list would consist of:

All works of "pure adventure" (in which both plot and character clearly evoke adventurous *dynamis*

Works in which the plot alone conveys the adventurous *dynamis* and overrides the character-*dynamis*, which belongs to another mythos

Works in which the characters alone convey the adventurous *dynamis* and override the plot-*dynamis*, which belongs to another mythos

As per my remarks on DUNE, often two of the most easily intertwined mythoi are that of adventure and that of drama.  Therefore I'll now cite five examples of works in which (a) adventure dominates plot and character, (b) drama dominates plot or character, and (c) adventure dominates plot or character.  Since in KNOWNING THE DYNAMICS FROM THE DYNAMIC I used the TV franchise STARGATE as a negative example, it amused me to have all five examples "follow a star."

STAR WARS serves as an unreserved example of the "pure adventure," in which both plot and characters evoke the dynamis of adventure.  One can certainly detect elements of drama, comedy and even irony in the film-series (much as I did with four other franchises in this essay).  But few would debate that STAR WARS is first and foremost an adventure film-series, though naturally many would not agree with my assigning Luke Skywalker to the superheroic idiom.


As noted above I've already given a negative example, so I'll recapitulate what I said about STARGATE in KNOWING:

Over time the first serial and its epigoni took on an increasing resemblance to the "starship melodramas" of the STAR TREK franchise. I don't think STARGATE was ever as much about what Faulkner called "the human heart in conflict with itself," as all of the TREKshows have arguably been. But in the STARGATE franchise the adventure-mythos became somewhat dennatured. I view this as a lack of heroic *dynamis* within the overall plot-structure, rather than within the concept of the characters

So in STARGATE the mythos of drama pervades the plotting of the series, overshadowing characters who would otherwise fit adventure-archetypes.

Another negative example, but one in which the mythos of drama dominates the characters rather than the plot, would be the 1978-80 versions of BATTLESTAR: GALACTICA.  The plot, in which noble humans repeatedly faced the menace of Cylon invaders, clearly takes inspiration from STAR WARS, but the characters lack the *dynamis* of the adventure-mythos, tending toward drama in its manifestation of "melodrama." 

Thus neither STARGATE nor the first BATTLESTAR: GALACTICA make it onto my master list (one shouldn't even have to ask about the second GALACTICA, a "pure drama" in all respects).

On to positive examples that *would* make my hypothetical list:

DC Comics' STARMAN, in most of the iterations of the franchise, has usually been a "pure adventure."  However, the Starman introduced by James Robinson, whose continuing series ran from 1994-2001, exemplifies the type in which the plot is the main source of the adventure-dynamis.  Jack Knight, the serial's hero, is from the first framed as an eternally reluctant fighter, who ends the series by getting out of the superhero business and embracing family life.  This *dynamis* fits the archetypal characters of drama more than adventure, but Robinson is largely successful in using the characters' dramatic arcs to ramp up the spirit of adventure, as opposed to its negative example, STARGATE, in which dramatic plots dominates adventurous characters.

My final example must be one in which characters with the adventure-*dynamis* override a plot with a dramatic emphasis.  My choice here is  the 1978 American STAR BLAZERS, adapted from the Japanese anime TV-series SPACE BATTLESHIP YAMATO (which I have not seen in its original form).  Like GALACTICA, most of the story took place aboard a ship with a multitudinous crew, which of course was exploited for melodramatic plot-developments.  However, in contrast to GALACTICA, the heroics of main characters Derek Wildstar and Mark Venture against the formidable "Leader Desslock" received far more emphasis than any of the melodramatic situations aboard ship.  Like many Japanese anime of the period, STAR BLAZERS taps a vein of world-weariness that may stem from Japanese culture's reactions to postwar anomie.  Nevertheless, even if the main heroes are not quite as uncompromised as Luke Skywalker, their *dynamis* is allied to that of those space-opera heroes who conform to the superheroic idiom.

I realize that these five examples by themselves would not be sufficient to prove my case.  I believe that I could make a full-fledged textual analysis of plot and character motifs in all five works that would so prove it.  But that would be an undertaking too complex for a blogpost, and detractors would simply disregard sustained critical analysis if it did not lead to some preformed conclusion, like the popular "Superheroes are fascist," which still comes up from time to time.  Given those circumstances, I'm content to let this argument rest with no more than an outline of my methodology.

Friday, March 5, 2010

KNOWING THE DYNAMIS FROM THE DYNAMIC

DYNAMIC (noun): An interactive system or process, especially one involving competing or conflicting forces.

"The plot, then, is the first principle, and, as it were, the soul of a tragedy; Character holds the second place."-- Aristotle, POETICS.

The "interactive system" of conflicting forces I'll discuss here are "plot" and "character," which Aristotle deems the two most important elements of "tragedy." Certain sections of the POETICS imply that the dynamic between the two applies to other forms of art as well, so I see no barrier to the idea of applying the dynamic to all narrative art, with the caveat that plot may not *always* be more significant than character: just that it is dominantly so because the plot is so often the structure within which the characters' acts are determined, rather than the characters imposing "their" will upon the structure.

In keeping with Aristotle's privileging of plot, Frye's formulation of literary categories is dominantly based upon plot-elements shared by works in the same category. At the same time, it should be noted that one of Aristotle's earliest points in the Poetics-- one which Frye reiterates and reformulates-- is that characters act within the plot according to expectations set up by their power of action, which connotes whether they are average, better than average, or worse than average. So even within Aristotelian theory it's easy to see plot and character joined in an interdependent pas de deux. Thus, despite the natural inclination toward plot-evaluation, the evaluation of character has unquestionable relevance if one desires to separate the dancers and see what each contributes to the dance.

In BUFFY THE MYTHOS SLAYER, my argument was largely plot-based. I focused on the plot dynamics of the BUFFY THE VAMPIRE SLAYER TV series as a means of demonstrating why I believed that it was best placed in the category of the "adventure" mythos, even though the series also demonstrated that it contained substantial elements of the other three *mythoi*: of drama, irony, and comedy. I also made brief mentions of three other serial works which each represented one of the other three *mythoi*, and compared some of their plot-functions to those of BUFFY. These, too, I discussed in terms of how the protagonists functioned within plots typical of those *mythoi.*

However, after I examined the concept I term "myth-radicals" in SUBCATEGORIAL IMPERATIVES, and discerned that there were certain subcategories within these four divisions, it further occured to me that many of the irregularities could be explained as irregularites of either plot or character with respect to the dominant dynamic of a given mythos. As mentioned earlier I chose to focus upon the adventure mythos because (as I can't stress too much) so little of worth has been written about it, but I think my mediations on categories and subcategories apply across the board to all four mythoi.

Explanatory preamble done, I move on to two specific examples of works that seem to belong to the adventure genre but which I label "subagonistic" because they have what I called a "less agonistic value." Here for the first time I'm explicating why the difference may be one either of plot or of character.

My example for character is DOCTOR WHO, as portrayed in his initial 1963-89 series and in the current BBC version. (I disinclude the American-made TV-movie because I just don't remember much about it.) Clearly, in terms of the general range of plots used on both serials, one would tend to believe that it falls within the category of adventure. Like BUFFY, DOCTOR WHO borrows liberally from other *mythoi," most obviously from that of the comedy. But since the generic WHO plot would probably boil down to something like "Those Damn Dirty Colonial Alien Overlords," it's obvious that elements of physical peril take precedence over the dynamizations of the other three *mythoi.*

Yet against the galaxy-spanning might of Sontarans, Cybermen and Daleks we get...

THIS GUY.

In DOMINANCE, SUBMISSION I concluded with another comparison of Haggard's SHE and KING SOLOMON'S MINES, with the verdict that KSM was a true agonistic work due to its focus on the heroes' winning their battle through armed combat and perservance, while the heroes of SHE, despite a certain formidable nature, basically "get lucky" because their opponent destroys herself. The Doctor is typically portrayed by a male actor who is, for one reason or another, not meant to resemble the typical he-man of adventure-fiction, which is one element that signals the serial's intent to avoid the pattern of dynamization set by those more typical stories. The Doctor, though, does not triumph over his many foes solely by luck-- though on many occasions he is considerably outgunned, and luck is at times invoked as a force that keeps him from being vaporized. But typically, the Doctor fights his foes with the centuries-spanning knowledge of a Time Lord, not with martial abilities. His doctrine is *froda,* not *forza.* This puts him very close to the territory of the typical dramatic protagonist of mainstream science fiction, but in the end DOCTOR WHO is still about external peril rather than internal instabilities, and so it still falls within the category of the adventure mythos, for all that its protagonist lacks the *dynamis* of an adventure protagonist.

Moving on to STARGATE, the comparison of the two strikes me as felicitious, since when I first saw the 1994 feature films I thought of its "colonist alien overlords" plot as being "Doctor Who without the humor." And its plot, too, seems to belong to the category of adventure by virtue of the emphasis on physical peril, while its characters, unlike Doctor Who, are definitely typical agents of *forza:* gun-toting American soldiers and their alien allies who are out to clean up the territories dominated by various overlords-in-gods'-clothing. Indeed, one of the articles in the essay-collection SUPER/HEROES:FROM HERCULES TO SUPERMAN even refers to the star of the first TV series, the Richard Dean Anderson character, as a "superhero."

Yet I find it hard to see these rather unremarkable soldier-boys (and girls) as belonging to the idiom of the superhero.
I considered that this might simply be a matter of taste-- the fact that I didn't care that much for the movie and less for the TV show(s)-- but I dismissed that idea. I'm aware of many, many unremarkable protagonists whom I do see as belonging to that idiom, who possess roughly the same *dynamis* as the STARGATE soldier-boys. To use two othe SYFY-channel serials as counterexamples, I'm not hugely fond of the characters on either SANCTUARY or WAREHOUSE 13. But I can see both of them as having stronger ties to the superhero idiom, even if the heroes are not superheroes per se.

My final verdict, then, is that there's something about the execution of the generic STARGATE plot that edges a little too far out of the bounds of the adventure-story and into those of the dramatic story with adventure-elements. Over time the first serial and its epigoni took on an increasing resemblance to the "starship melodramas" of the STAR TREK franchise. I don't think STARGATE was ever as much about what Faulkner called "the human heart in conflict with itself," as all of the TREKshows have arguably been. But in the STARGATE franchise the adventure-mythos became somewhat dennatured. I view this as a lack of heroic *dynamis* within the overall plot-structure, rather than within the concept of the characters, as it is for DOCTOR WHO.

As I've said before, this basic rule of character-irregularities and plot-irregularities would apply across the board to the other three categories and their subcategories. At present I don't think it's possible for *both* plot and character(s) to be irregular and still deserve to be labeled a part of the regular mythos. For instance, a DOCTOR WHO without the adventurous plot-elements would probably look something more like HITCHIKER'S GUIDE TO THE GALAXY, and so would be more properly termed a comedy.