The Monomyth Structure in Japanese RPG games
By Jim Freedan
For most of my life I have studied the form of Japanese computer roleplaying games intimately.
Or I should have, anyway, because I’ve been playing them almost religiously for 13 years. And like any real RPG gamer is certainly aware, there is a basic plot structure for a console RPG game that leads to certain clichés, and these common plot occurrences are most noted in documents like
‘The Grand List of Roleplaying Game Clichés’However, if you look below the surface of these clichés you will notice there is a great deal of symbolism intertwined into the plot structure.
As I see it, the plot formula of the stories is extremely similar to the ‘Monomyth’, or ‘Hero’s Journey’ theory of mythologist Joseph Campbell, as spelled out in his book ‘A Hero with a Thousand Faces’.
However, the Japanese console RPG differs from Campbell’s formula in one key area: while the monomyth is usually structured as a journey to one place and then a return trip home, the Japanese games do not usually have this kind of ending.
Instead, the game is a trip from one ends of the world to the other, with very little returns backwards at all. Rarely does the hero go back to living in the mundane world after they have journeyed across the world and defeated the Ultimate Embodiment of Evil.
For example, in Chrono Trigger, Crono begins the game as a teenage peasant but at the end of the game, he is married to the princess and heir to the throne.
In Lufia II, Maxim begins the game in a backwater town as a monster hunter; at the end of the game he sacrifices his life to save the world.
In Lunar: Silver Star Story, Alex begins the game in a small town and ends the game beginning yet another adventure with his girlfriend Luna.
And even if the hero does return back to their hometowns, they do not return to the same lifestyle. Sometimes the world itself is completely different. This is observed in many of the Final Fantasy games, especially 6 and 7.
Additionally, Campbell’s monomyth revolves around a sexist Freudian philosophy involving the importance of maternal and paternal figures in the hero’s life and journey. This is rarely an issue in Japanese RPG games—instead the focus is on overcoming vices and immoral behaviors. This is represented by the antagonists character / bosses of the game; many of them are based on the Seven Deadly Sins, and their defeat by the hero is symbolic of the hero’s ability to conquer these temptations in themselves.
In short, when you peel away the layers of the plot structures you are left with a story about morality, and about growing up to become a productive member of society rather than a bane to it.
What follows is what I believe is the basic plot formula used to create these games, whether consciously or unconscious known to the story scenario writers or not;
Act 1: Departure / Separation
(Note: With little exception, Japanese console RPG videogames normally start at The Hero’s Introduction or at The Call to Adventure.
All character’s named ‘Hero’ with a capital H are characters that have no cannon name in the storyline, and the player must select a name for them)
The Hero’s Introduction (Starting Point #1)The story begins with the player’s introduction to the hero in the hero’s daily life. He or she is going through life as all the other pedestrians of the world, and is usually performing some kind of errand or working at a job. While some of these jobs may seem unique, compared to the upcoming quest to destroy the Ultimate Evil, these tasks are rather mundane.
(Tidus plays Blitzball, Final Fantasy X; Fei helps with the wedding preparations, Xenogears; Will leaves school to go play with friends, Illusion of Gaia; Cloud performing his mercenary work, Final Fantasy 7; Maxim hunts monsters, Lufia II; Jack tries out for the Knights, Radiata Stories; Hero becomes an agent of the Empire, Suikoden; Ramza leads his first mission, Final Fantasy Tactics; Crono goes to the fair, Chrono Trigger; Cornet goes to the forest for Inotium, Rhapsody: A Musical Adventure; Alex prepares for the festival, Lunar: Silver Star Story; Cecil leads his airships to attack Mysidia, Final Fantasy 4)
Some symbolic attributes are bestowed to the hero to associate them with mytholical archetypes or specific characters.
For example,
The hero normally has special otherworldly qualities about them that separate them from others in their village, such as natural-talent with weapons or magic.
(Terra, Final Fantasy 6; Maxim, Lufia II; Alex, Lunar: Silver Star Story; Dart, Legend of Dragoon; Cornet, Rhapsody: A Musical Adventure; Rena, Star Ocean 2)
He or she may also have special lineage, either related to a legendary hero or descended from otherwise famous people. He or she may have a special title, such as a Knight or Captain of a military force.
(Ramza, Final Fantasy Tactics; Hero, Lufia; Cecil in Final Fantasy 4; Dart, Legend of Dragoon; Ryu, Breath of Fire; Randi from Secret of Mana; Gustave, SaGa Frontier 2; Claude, Star Ocean 2)
He or she might also be a wanderer or mercenary.
(Butz, Final Fantasy 5; Cloud, Final Fantasy 7; Maxim, Lufia II; Dart, Legend of Dragoon;)
He or she might be an orphan, or was raised by only one parent or other close relative, usually of the opposite sex than the hero is.
(Crono, Chrono Trigger; Dart, Legend of Dragoon; Cornet, Rhapsody: A Musical Adventure; Will, Illusion of Gaia; Jack, Radiate Stories; Ryu, Breath of Fire 2 and 3; Will, SaGa Frontier 2)
Unusual hairstyles are very common trait of the male hero, and may be based on contemporary descriptions of the legendary swordsman Miyamoto Mushashi, who was said to have wild, untamed hair that struck terror into his enemies. It may also be a symbolic link to the Monkey King Son Goku, another very popular Japanese hero who is wild and rebellious. Another possibility is the long unkempt hair is representative of the wild flames of Fudo Myoo, a patron saint of Buddhism that destroys delusions and guards wisdom.
(Cloud, Final Fantasy 7; Crono, Chrono Trigger; Sora, Kingdom Hearts; Zidane, Final Fantasy 9; Randi, Secret of Mana; Gustave, SaGa Frontier 2; Hero, Legend of Mana; many Dragon Quest protagonists)
This chapter serves to introduce the player to the character and let them get an idea of their personality in a safe environment. This personality will gradually change over the course of the adventure, symbolizing the growth from child to adult.
We may also be introduced to the primary love interest of the hero in this chapter.
(Cecil and Rosa, Final Fantasy 4; Cloud and Tifa, Final Fantasy 7; Sora and Kairi, Kingdom Hearts; Jack and Ridley, Radiata Stories; Crono and Marle, Chrono Trigger; Cornet and Prince Ferdinand, Rhapsody: A Musical Adventure; Hero and Lufia, Lufia; Alex and Luna; Lunar: Silver Star Story).
The Call to Adventure (Starting Point #2)The hero is almost always unwillingly pulled out their mundane setting by some kind of catastrophe. He or she is put into an unfamiliar setting, and must now decide what to do with their life, for there is no going back to the mundane world they once lived in.
(Marle is pulled into the Time Gate and Crono goes to save her; Chrono Trigger; Serge is pulled into a parallel dimension, Chrono Cross; The Princess is kidnapped and Ramza must save her; Final Fantasy Tactics; The Heartless invade Destiny Islands and Sora is pulled into another world, Kingdom Hearts; Agents of Shinra attack and nearly wipe out AVALANCHE, Final Fantasy 7; Ryu’s village is destroyed, Breath of Fire)
If the character is not pulled out of the mundane setting because of a catastrophe, then it is because they have been sent on some quest, usually by some important and influential character, such as a king or a deity.
(White Dragon Quark sends Alex on a quest to find the other dragons; Lunar: Silver Star Story; Randi is guided to withdraw the Mana Sword by the ghost of his dead father, Secret of Mana; Link is asked by the Great Deku Tree to defeat an evil curse, Legend of Zelda: The Ocarina of Time; Cecil is sent by the King to deliver a package to a village of Summoners, Final Fantasy 4; Link is sent on a quest to save Princess Zelda by his dying uncle; Legend of Zelda: A Link to the Past)
Supernatural Aid/ The Mentor / The Bonds of Friendship are EstablishedA guide, or several guides may appear, almost always in the form of an ally. They help the hero transition into their new life and offer support. Bonds of friendship are essential qualities that are formed in this chapter, and they will be tested throughout the story.
(Kain and Cecil, Final Fantasy 4; Terra and Locke, Final Fantasy 6, Maxim and Iris, Lufia II, Fei and Citan, Xenogears; Tidus and Auron, Final Fantasy 10; Randi and Knight Jema, Secret of Mana; Crono, Lucca and Frog, Chrono Trigger; Serge and Kid, Chrono Cross; Cloud and Aeris, Final Fantasy 7; Sora, Donald and Goofy, Kingdom Hearts)
The Crossing of the First ThresholdThis is the first test of the hero’s ability to complete the quest. They encounter a difficult obstacle that must be overcome in order to proceed further. This is normally represented by the first real boss battle of the game, but sometimes it is an encounter with the primary antagonist or his /her representatives.
After overcoming this challenge, the hero has gained more confidence in him or her self. A minor quest has been completed.
(Crono saves the Queen’s life and restores the timeline, which resurrects her descendant, Princess Marle, Chrono Trigger; Randi defeats the Mantis Ant to save a friend, Secret of Mana; Link defeats the prison guard and rescues Princess Zelda, Zelda: A Link to the Past; Cloud fights a part of Jenova in Shinra headquarters, Final Fantasy 7; Sora seals the keyhole in Traverse Town, protecting it from the Heartless, Kingdom Hearts)
Alternatively, the character might fail in this challenge, which sends them on another quest for redemption.
(Fei tries to save the village using the Gear, but the village is destroyed anyway Xenogears; Gustave is exiled from his homeland because he has no magic power and cannot draw the Firebrand, SaGa Frontier 2)
The Belly of the WhaleHaving overcome / failed the first obstacle, the hero proceeds into the new world to begin his or her adventures. This is marked with a farewell to the world they once knew.
(Alex leaves his home island to journey to the main continent, Lunar: Silver Star Story; Sora leaves Traverse Town to journey to other worlds, Kingdom Hearts)
The hero may also have their first experience with rejection. It is common for the people of the mundane world to become afraid of the hero for their otherworldly qualities once they have become known. In these situations, the hero will be banished from the safe world they once knew, and cannot return.
(Randi is banished from Potas Village for drawing the Mana Sword, Secret of Mana; Fei is banished from Lohan, Xenogears; Hero receives the Soul Eater Rune from Ted and the Imperial Army tries to kill him, so he flees; Suikoden)
Act 2: Initiation
The Road of TrialsNow firmly in the new world, the hero is repeatedly challenged with mental and physical obstacles that must be overcome. These obstacles are often tests or side-quests, where the hero must help others by performing tasks no one else is able to perform, thus ‘fixing’ the problems of the world. Performing these tasks helps the hero build strength and wisdom.
(This is any number of quests that appear in the game, which the hero must do to advance the story, but may not have anything to do with the primary quest they are on. This might also involve side quests)
While on The Road of Trials, the minor antagonists the hero encounters will represent temptations he or she must struggle against and overcome. Many times these antagonists will be the embodiment of one of the Seven Deadly Sins; Pride, Greed / Avarice, Extravagance/Lust, Envy, Gluttony, Wrath, and Sloth. Others sins to be avoided are corruption and mis-use of authority.
This is either symbolized in every boss that appears in the game, or by the quest the character is on when the boss appears. For example, there is almost always a quest involving the freeing of a kidnapped female character that has been kidnapped by a male character (Lust), or capturing a thief that has stolen something (Greed), or someone that is tormenting innocent people for sport (Gluttony).
The defeat of these embodiments of sin and vice in battle is symbolic of the hero’s ability to resist the darker temptations that, as a mortal, dwell within his or her heart.
The Great TragedyThis is a variation on the Refusal of the Call, and it normally happens mid-way through the story.
The hero will fail to protect something that is deeply important to them, or to perform the duties of the quest, and a villain will win a significant battle. The hero will suffer in anguish over their failure.
(Sephiroth murders Aeris in front of Cloud, Final Fantasy 7; Kefka destroys the world, Final Fantasy 6; Agahnim sacrifices the seven princess’ and unseals the Dark World, Legend of Zelda: A Link to the Past; Sora fails to prevent Kingdom Hearts from being unlocked by Ansem, Kingdom Hearts; Will witnesses his Aunt Nina die to save him from the Egg, SaGa Frontier 2; Crono is killed by Lavos, Chrono Trigger; Several cities are destroyed by the Sinistrals, Lufia II; Alex fails to save Luna and all the Dragons from Ghaleon, Lunar: Silver Star Story)
The Ultimate BoonThe hero will eventually overcome their sorrow, determined to make amends for their mistake. The hero’s resolve to succeed becomes infinitely stronger. They find themselves able to do things they were previously unable or unwilling to do, sometimes represented in special powers or objects they now are worthy of using. They look at themselves and the world differently.
(Alex becomes the True Dragonmaster, Lunar: Silver Star Story; Crono’s friends resolve to resurrect Crono by using the Chrono Trigger, Chrono Trigger; The Dual Blade chooses Maxim; Lufia II; Cloud confronts his past and accepts his true identity, Final Fantasy 7; Ryu gains his Final Dragon form, Breath of Fire)
Act 3: The Road’s End
The Final BattleThe main antagonist of the story, the “Final Boss”, will represent all of the Deadly Sins, thus being the final test to overcome. This is particularly obvious in stories where the main antagonist is the Ultimate Embodiment of Evil in the world.
(Ganon, Legend of Zelda; Chaos, Final Fantasy, Sephiroth, Final Fantasy 7, Kefka, Final Fantasy 6, Lavos, Chrono Trigger, Sin, Final Fantasy X; Sauron, Romancing SaGa; The Egg, SaGa Frontier 2; Myria, Breath of Fire 1&3, Zeromus, Final Fantasy 4; Ansem in Kingdom Hearts)
The Ending / Mastery of SelfHaving completed the main quest of the story, the hero has mastered him or herself, having completed the main quest, becoming a pure being. They are now able to do something they were not able to do before.
(Maxim sacrifices his own life to prevent the Sinistral’s floating castle from crashing into main continent, Lufia II; Gustave dies while luring a large army of monsters away from his men in order to protect them, SaGa Frontier 2; Lavos is defeated and the End of the World is avoided, Chrono Trigger; Link defeats Ganon and uses the Triforce to undo all his evil, Legend of Zelda: A Link to the Past; the Returners defeat Kefka and liberate the world, Final Fantasy 6; Alex defeats Ghaleon and uses his love to bring Luna back from the darkness, Lunar: Silver Star Story; Cloud defeats Sephiroth in a battle of minds, preventing Sephiroth from resurrecting inside him, Final Fantasy 7)
The world is now able to move on and rebuild, and the hero is able to become a teacher or inspiration to the rest of the world. The hero ceases to be a mere mortal, instead gaining immortality by becoming a mythical legend that inspires countless people to resist the same temptations they did, thus improving the world.
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Comments are appreciated. This document is a work in progress.