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LIKE_EVIL


                                             May 27, 2008

Ted Rall observes that the line
"We are alike, you and I"
has become a very common cliche.

   He has a point...
   But I think he may                   GHOSTS_OF_THE_SHADOW
   have missed a point.
   It may be a cliche
   for a reason.

   Resorting to the very same line
   of dialog shows a distinct lack
   of creativity, but it also shows
   a tremendous pressure in a
   particular direction: there's a
   requirement there that needs to
   be addressed.                      Some features of forumla are fixed in
                                      place if the artwork is to be the kind
                                      of artwork it's intended to be.





   Is "we are alike" a
   necessary genre convention?          The central subject is
                                        facing (or hiding from)
                                        the devil within.

                                        VILLAINOUS_MASK



       The scene peforms a function on
       the level of plot mechanics:

       The confrontation between hero
       and villain is definitely a
       required scene --

       Stories where it's omitted are
       done occasionally but it's        The hero bursts in the
       absence is always notable...      door and guns down the
                                         villain without a
          There are practical            single line of dialog.
          plot problems that
          must be solved to                 That's fairly
          engineer this                     realistic (why play
          confrontation dialog.             games with a very
                                            dangerous character?)
          The two warring sides             but not very
          must cease combat and             satisfactory.
          talk for some reasons
          that make sense on both
          sides.

            If the villain wants
            to recruit the hero        ("Join me, Luke"),
            that covers one side
            of the problem.
                                       Seduction is the flattery
                                       that vice pays to virtue.

                                           PRAISE_OF_ONES_ENEMIES








   There is a recurrent fear that
   evil may be *stronger* than good.

   SKYLARK
                                     And all agree, evil is *more
      LIGHT_EXPECTATIONS             interesting* than good.

                                                      VILLAINY
   And there's a definite
   conviction that evil is              VANITY_FAIR
   more *fun* than good.

   SUSPECT_BELOW



         
                                                (January 28, 2007)
   A standard feature
   of genre fiction:

   Contrived situations where
   villany becomes heroism.
                                       There are exceptional
     ROMANCE                           tales about true
     BLAZING                           anti-heroes, though:

                                                 VANITY_FAIR
    When the world is dark enough,
    a Shadow of evil is what is needed.


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