Spirited Away; Sequence of Challenges

It’s just a visual representation of the plot.  If you find it useful, Bonza! If not, never ye mind.

From Chihiro’s PoV:

We are moving to a new neighbourhood. I’m scared. My parents want to stop and explore an abandoned theme park. I’m scared of that too.

<Challenge 1 “My parents are pigs!”> My greedy parents eat from the spirit buffet and turn into pigs. Haku tells me I must stay and get a job if I want to save them…

    <Challenge 2 “I must get a job”> I search for Kamachi, and demonstrate that I won’t give up by assisting the soot sprites. Kamachi is impressed. He sends me to Yubaba to get a job. Yubaba is scary, but I don’t give up. She gives me a job. <Cost>Yubaba takes my name</cost></challenge 2>

         <Challenge 3 “I must help Noface”> A mysterious figure waits outside in the rain. <mistake>I let him in</mistake>. It does not occur to me that he may cause problems—

               <Challenge 4 “I must bathe a stinky spirit”>I am scared, but I do not give up. The Noface helps me, but I’m not greedy – I take only what I need. Lin helps me and we learn that the Stink Spirit is really a powerful River Spirit. He gives me a <Boon>Medicine ball</boon></challenge 4>

Haku takes me to see my pig-parents. They look like all the other pigs. I am scared that I can’t help them. <Boon>Haku gives my real name back to me</boon>. His food gives me strength. He does not always seem friendly, but today his help gives me freedom and courage…

                   <Challenge 6 “I must save Haku”> Zaniba’s paper birds hurt Haku. I protect him and use half the medicine ball to cure Yubaba’s curse. I will return Zaniba’s magic seal to save Haku. Kamachi gives me a <boon>train ticket</boon>. But I can’t leave yet because~~~

         —Noface, is sick and menacing. I cure him with the rest of the medicine ball, though I wanted it for my parents. He follows me to Zaniba’s house.</challenge 3>

                   ~~~I return Zaniba’s seal, break the spell and remember Haku’s real name: He is free.</challenge 6>

…I have one more challenge to complete. Zaniba’s last test: None of the pigs she shows me are my parents. I am free. My parents are not pigs any more. We continue the journey to our new home, and I am not scared anymore.</Challenge 1>

THE END

Some of the challenges are quickly resolved (getting a job, bathing the river spirit), while others overlap and delay the resolution of more pressing challenges. The problem of the Noface develops relatively quietly; by the time it is resolved Chihiro has bathed a river spirit, visited her pig-parents (a convenient halfway reminder of that problem) and solved half of Haku’s problems too. Look, here’s a crappy hand-drawn diagram:

FullSizeRender.jpg

So that’s what Spirited Away looks like. Kinda.

Structural Analysis of Spirited Away

I have been studying story structure recently, primarily using the writings and YouTube interviews of John Truby and Christopher Vogler as guides. Having fine tuned my story structure awareness I sat down to watch one of our family favourites; Spirited Away. My kids love Spirited Away, an animation from Studio Ghibli. If you haven’t watched it yet, you may prefer to fix that before you read on as there will be spoilers.

Here is my very rough breakdown of the story through the Hero’s Journey structure:

The Normal World:

They are travelling to a new home, new city, new school. Chihiro is scared – nobody mentions fear specifically until the end of the movie, but we see at the end it’s all been about Chihiro’s fear. She is cranky in the back seat of the car. They pass some shrines etc. Hints that there is another world (of spirits) beyond their reach. Dad drives recklessly fast, scaring everyone! They stop abruptly at the point of transition into the magical world. A squat stone statue guards the threshold.

Chihiro refuses the call:

Several times she says NO, she won’t go in there. She doesn’t want her parents to go either. She’s scared. The parent’s go anyway and she is forced to follow – being alone is even more frightening than following them. 

The Magical World:

There is a wonderfully creepy transition, into the spirit world. Everything seems normal, but a strange wind seems to draw them in from the normal world and push them out the other side. There is a long grassy climb until they reach the derelict theme park buildings. 

The REAL transition between worlds happens when the parents eat the spirits’ food. They’ve eaten the food and become part of the magic; they turn into pigs sooon – but first Chihiro, who has refused their invitation to eat, prefers to explore while they eat. It’s a benign place until she meets Haku (Mentor, ally?), who delivers a frightening warning; she has to leave NOW before sun sets…. which instantly happens and the movie takes on a more creepy tone. The sky darkens, lights and sounds emerge from the derelict buildings. Returnign to her parents, Chihiro sees the half visible shades of spirits emerging for the night. Her parents have turned to pigs and she can’t get back because the spirit river has closed over the real-world’s grassy plain. She’s trapped. As the spirit world gains substance, she loses it. Her hands and arms become transparent – she is vanishing as she is not yet part of this world. Haku finds her and makes her eat a berry from the spirit world to help her regain solidity. He tells her she must work in the spirit world if she wants to stay and save her parents. He gives her instructions.

Testing Allies and Enemies, Exploring the world:

 Chihiro meets the spider guy, Kamachi, who seems scary, but she shows her pluck with the soot sprites. She doesn’t understand the spirit world system yet, but Kamachi is impressed by her attempts. He thinks she has the courage to make it in spirit world. So when Linn arrives Chihiro gets his recommendation. We the audience have witnessed her fear to get to him, witnessed her overcome her fear to help try working with the soot sprites and hear Kamachi’s recommendation to Linn. She’s set up to challenge more fears in this creepy spirit world, but her new ally Kamachi hands her over to Linn, who seems hostile.

Chihiro follows Linn up the lift. Linn covers for her (becoming an ally) and then takes the rest of the journey alone to meet Yubaba to ask for a job. 

Yubaba is REALLY scary, but Chihiro keeps her nerve, and gets a job. She signs away her name, and becomes Sen. 

Haku arrives and seems hostile to Sen. Has he become an enemy?

The challenges:

Here’s where Chihiro Sen begins 3 major challenges.

Challenge 1: A location specific challenge – working in the bathhouse. Sen gains Yubaba and everyone else’s respect when she bathes a difficult customer. Linn further reinforces her status as an ally, by helping.

– Sen earns respect AND the customer gives her a gift. A special boon! A magical tool that will become useful later – it’s a medicine ball. 

– She nibbles some of it later on – it’s gross. It isn’t specified, but perhaps the medicine helps to weaken Yubaba’s magical grip on her (as it will do later for Haku). Power upgrade!

At this point the parent-pig story is expanded. Haku in boy form takes her to see her parents and warns her not to forget what they look like if she wants to save them. She’s scared and shouty. Haku gives her some magic rice to help her feel better. She eats and cries out the last of her fears. Haku is an ally again. He gives her back her real-world clothes; she will need them to get out of the magical world. In her pocket she finds her name; Chihiro. She has regained the power of her identity, and has shed the last of her weepies. That’s a courage and power double-upgrade! 

Callenge 2: A challenge caused by her own error – Sen lets a Noface into the bathhouse, thinking he’s a customer. The Noface causes havoc. It absorbs the greed endemic to the bathhouse and becomes greedy. Only one person resists his gifts; Chihiro. Chihiro takes only what she needs, and declines the offer of more, so Noface can’t gain control over her through greed. He doesn’t know any other way to get people to notice him. He is lonely. Instinctively he only really wants Chihiro, the person who doesn’t make his greed worse. 

– Sen cannot solve this problem yet. It must develop, while she is distracted by Challenge 3:

Challenge 3: While the Noface problem grows, distracting the bathhouse staff, an attack is made on dragon-form Haku. He is savaged by magic paper ‘birds’. Chihiro rescues him, but he falls beyond her reach. Yubaba’s giant baby tries to stop her from going to his aid. One paper bird sticks to Chihiro’s back and, secretly, helps her find a way into Yubaba’s chamber though a high window. Is the paper bird an enemy or an ally?

There is a confrontation between Giant Baby, Yubaba’s twin sister, Zaniba (projected by the paper bird). She seems hostile. She transforms Yubaba’s baby into a mouse. Haku destroys the paper bird with his tail and falls into a ventilation shaft with Chihiro clinging to him. They land in the spider guy’s room.

Chihiro gives Haku half of the medicine, and he coughs up Zaniba’s magic seal, plus a little curse in the form of a slug, which Chihiro squishes, thus breaking Yubaba’s spell that controls Haku – Haku is free of one bond, but another remains; he still does not know his real name. She decides to return Zaniba’s seal, which means taking a long journey. Her parent-pigs will have to wait for her to return to be changed back into human form. Thanks to her courage upgrades, she can now handle walking away from her pig-parents. But she can’t leave yet; she still needs to deal with Challenge 3. Spider guy (Kamachi) gives her a train ticket (another boon!!)

Linn arrives to say that Yubaba needs Chihiro to fix the Noface problem. Chihiro courageously goes to face the results of her mistake (Challenge 2). 

Back to Challenge 2: Noface is huge, sick and insane. He wants Chihiro. He says he’s lonely. He tries to give her gold, but she doesn’t need it. She needs to go – he can’t control her and so he gets angry. He wants to eat her. Chihiro gives him the last of the medicine, which she had been saving for her parents: That’s very brave and selfless, given that the pig-parent situation has been her primary concern for much of the story. The Noface thinks Chihiro poisoned him and makes chase. Chihiro runs through the bathhouse. Noface barfs up black gunk and people until he regains his normal size. Chihiro leads him out of the bathhouse and meets Linn who is rowing a curricle. She takes Chihiro to the railway platform. The giant-baby-now-mouse accompanies Chihiro on her journey. The Noface follows her. He is safe again, outside the bathhouse and Chihiro lets him go on the train ride with her too. 

– There is a long journey through the mysterious magical world, on the spooky shadow train to get to Zaniba’s house in Swamp Bottom. Zaniba is expecting them, and seems nice; no longer hostile. She welcomes them in, feeds them and teaches them to spin. She becomes an ally / mentor, and advises Chihiro to try to remember when she met Haku in the past, as this will help him. Chihiro despairs – she can’t remember, so she won’t be able to save Haku or her parents.  

– Haku arrives. Zaniba gives Chihiro a gift (a protective magical hairband woven by her friends). Chihiro and Giant-Baby-Mouse fly home. On the way Chihiro remembers a similar feeling, when she fell into a river as a child. She realises that Haku is the spirit of that river. She gives him back his name and they fall to earth together. Haku knows who he is and remembers why he can’t go home – his river was filled in long ago. But now he is truly free. 

Return:

She has succeeded in every challenge except one: She must save her parents. 

Back at Yubaba’s bath house, a test awaits her. Chihiro must choose which of the pigs are her parents. She looks at them. She says that none of the pigs are her parents. She is correct! Yubaba’s contract crumbles magically to dust.

Haku tells her that when the spell broke her parents woke up on the real world side of the theme park. She must hurry. She must not look back until she’s through the tunnel. At the gatehouse she almosts looks back, but she presses on instead, and…

…finds her parents waiting for her. They chastise her for wandering off, and have no recollection of the adventure. 

They pass through the tunnel together and find that plants have grown up around their parked car. Parents think it’s a trick, but Chihiro knows better. She lingers, looking back towards the tunnel and her dad teases her “you’re not scared are you?” and her mum reassures her “Don’t worry, there’s nothing to be afraid of,” etc. Chihiro gets into the car. Dad says “Moving to a new home, a new school – it’s pretty scary when you think about it.” Chihiro says “I think I can handle it.”

The end. 

Over the Garden Wall: Episode 3 Analysis

Episode 3: “Schoolhouse Follies”

I’ve been analysing Over the Garden Wall using Dan Harmon‘s 8 step structure, based on the observations and theories of Joseph Campbell. Most simple the steps are:

(1)You, (2) Need, (3) Go, (4) Search, (5) Find, (6) Take (cost), (7) Return, (8) Change

Wirt’s arc:

  1. You, Wirt
  2. Need to prove that you aren’t spineless
  3. Go – the ongoing hike to Adelaide of the Pasture halts when Greg wanders off…
  4. Search for Greg
  5. Find – Wirt finds a school and an opportunity to take revenge on Bea for calling him spineless.
  6. Take orders from Miss Langtree, Greg, Mr Langtree – everyone except Bea
  7. Return to the status quo – Wirt is still inclined to do as he’s told, but…
  8. Change – has demonstrated that he is not spineless

Greg’s arc:

  1. You, Greg
  2. Need to “have fun, change the world and make it a better place”
  3. Go to a local school for animals, but stay outside playing “old cat”
  4. Search for fun, sweetness and old cats.
  5. Find – Greg finds a gorilla, molasses and music.
  6. Take – Greg takes molasses and shares it out and sings. He incurs the wrath of Mr Langtree (cost). Later he steals Mr Langtree’s musical instruments.
  7. Return to the status quo. Jimmy Brown is back and Greg is still all about fun.
  8. Change – Greg had a plan that worked – a benefit concert!

 

Thoughts: The physical objective of the episode is clear “Go to Adelaide”; Greg sings a jolly song about it at the opening, but this is derailed when Greg wanders off, having acquired a new, more pressing need: to make the world a better, more fun place. Meanwhile, Wirt needs to prove he isn’t “a pathetic push over who relies on others to make all his decisions”.

Once again Wirt allows Greg wander off, and seems unconcerned about his safety. This is a major theme in the series: Wirt blames Greg for all their problems, but he is responsible because he repeatedly fails in his duty of care for his younger sibling.

We see Greg’s primary personality traits too: Living for the moment, with positive intentions but no common sense. However, there is growth in this episode as Greg successfully organises and leads a benefit concert to save the school.

Greg had his own objectives this time, which Wirt took no part in. Wirt almost skipped step 4, search, altogether while Greg searched hard for fun, sweetness, music and old cats.

Note: When one character goes light on the steps, or skips them, we need another character to bolster the structure.

Wirt proves that he is strong willed but at no point does he shed his inclination to do as he’s told. He enjoys being directed by Miss Langtree, and states at one point that maybe he’ll never give it up. Greg orders him out of the bedroom window, and he cheerfully complies. The next day, at the benefit concert, it is Mr Langtree’s command to “do something” that causes Wirt to lunge at the gorilla and save the day.

The episode ends with Bea telling Wirt to tie his shoelace – and he follows that direction too.

 

Over the Garden Wall: Episode 2 Analysis

Episode 2: “Hard Times at the Huskin’ Bee”

(1)You, (2) Need, (3) Go, (4) Search, (5) Find, (6) Take (cost), (7) Return, (8) Change

  1. You, Wirt, are lost in the Unknown with your little brother, Greg, his pet frog and new ally, Bea the bluebird
  2. Need help to find a way home
  3. Go to Pottsfield (rejecting Bea’s suggestion: Adelaide of the Pasture)
  4. Search for people – the village is deserted
  5. Find a population of creepy pumpkin-heads, cost: their freedom! For a few hours of manual labour – until a more sinister purpose is suspected; are they digging their own graves?
  6. Take – their freedom; Bea picks the locks.
  7. Return to their main objective, find a way home
  8. Change – Wirt changes his mind about Adelaide of the Pasture; maybe she can help.

Thoughts: The cost has shifted from step 6 to step 5, and although the pumpkin people turn out not to have murderous intentions, the escape is still a key point in this story.

This episode is a miniature of the whole series. It says “they’re trapped in a strange place, but they will escape after putting in some hard work”.

Remember the Aristotolean Tryptich? Discussed here in terms of public presentations:

“Tell them what you are going to say, say it and tell them what you said.”

This episode shows us the entire story: The macro level, series sized problem is that they are stuck in the Unknown, so the micro level, episode 2 problem is that they are stuck in Pottsfield. In both cases the solution is work – specifically team work.

Know now that YOU really are Wirt, that’s how protagonists in movies, TV and literature work. You read Pride and Prejudice; YOU are Elizabeth. You watch Lethal Weapon; YOU are Riggs. You watch Over the Garden Wall; you ARE Wirt. So Episode 2 is speaking to the audience, and to Wirt as one and the same entity. It is the episode in which GOD (Patrick McHale, creator of the OtGW Universe) shows you, Wirt, that you will get out of Unknown, but you must be patient, you must work hard, and you must work together as a team. And yes, God McHale says, it will be a creepy, beautiful and mysterious experience. People who seem menacing, may not be… and we have to suppose that the opposite may also be true (more about that in later episodes).

Did Wirt get the message? Well… did you? On first viewing? I did not. Not on a conscious level – perhaps subconsciously the seeds were sewn. The message that the team should work together, stick together and never give up hope is key to the conclusion of the series.

Did Wirt learn that? You’ll find out in episode 10.

So to recap:

Episode 1 opened up the Macro level (series sized) story cycle – it takes a deep breath at step 4 “search” which will play out across episodes 2 to 9 . Episode 1 does conclude it’s own micro level (episode sized) story cycle, but the macro level cycle will not move past step 4 until the last episode, to close the series loop and leave the audience satisfied.

Episode 2 employs the first step of the Aristotolean Tryptich – Tell them what you’re going to tell them. It teaches us that we will get out in the end; our problems will be solved if we learn patience, work hard, value our team and trust the right people.

Next time I’ll look at Episode 3, in which we discuss the sweetness of potatoes and molasses. The finding of lost loves, and that doing as you’re told doesn’t have to be a problem as long as you choose who’s direction to follow, and you are courageous in how you follow those orders… or something like that.

Feel free to comment.

 

Over the Garden Wall: Story Structure in 8 Steps

I’m obsessed with story structure right now. Last week I stumbled upon Dan Harmon‘s Channel 101 website, where he describes a simple 8 step structure, based on the observations and theories of Joseph Campbell.

He pares it down to it’s most basic, thus:

  1. You            – A character is in a zone of comfort
  2. Need         – But they want something
  3. Go              – They enter an unfamiliar situation
  4. Search       – Adapt to it
  5. Find           – Find what they wanted
  6. Take           – Pay its price,
  7. Return       – And go back to where they started
  8. Change      – Changed and capable of changing the world

During the same week I watched Over the Garden Wall with my kids, and as it felt like a nicely structured series I wanted to apply these steps to each episode, to see if it rings true, and to better understand how I might apply the system to my own work. It was a useful exercise and I had a couple of revelations along the way.

Dan Harmon says a TV series uses this structure slightly differently to a movie, the latter of which has a solid end, the former, needing to string out it’s ending across several episodes. Go and read it.

Today let’s look at Episode 1

****SPOILERS FOLLOW****

Episode 1: “The Old Grist Mill”

(1)You, (2) Need, (3) Go, (4) Search, (5) Find, (6) Take (cost), (7) Return, (8) Change

  1. You, Wirt, are lost in the forest with your goofy little brother, Greg.
  2. Need to find a way out of the forest
  3. Go to the woodsman’s mill
  4. Search – The whole series is a search, the primary goal being “get out of the woods”. Episode specific searches: (a) Greg looks for his frog, (b) Wirt looks inwards to search his feelings of melancholy, laying himself out on a therapist-style couch, and perhaps and perhaps (c) they want to learn if the woodsman is friend or foe
  5. Find – (a) Greg finds his frog, and a ferocious hound, (b) Wirt blames his brother for his woes, (c) the woodsman is an ally; he tries to defend them against the hound
  6. Take – They fix the hound, but (cost) wreck the mill. The woodsman sends them away (cost). Wirt blames his brother, but takes advice: that he is responsible (psycological cost)
  7. Return: They continue to seek a way home.

Thoughts:

This episode needs to introduce a number of key characters and concepts and so priority was given to beats 1, 2 and 3.

We might also consider that this episode hangs open at beat 4, so that all the episodes that follow are the search phase: The series objective being the search for a way home. The next 8 episodes are a piece of beat 4, each is broken into a subset of the same 8 steps.

This open sequence will be closed by the last episode which is light on steps 1 – 4 but works hard at step 5 – 8 to wrap things up.

Thus Episodes 1 and 10 are the frame for the entire series, each placing emphasis on their appropriate halves of the 8 step cycle. We’ll look at that again when we get there.

Nevertheless, there is complete 8 step cycle, in this episode, with a search for a missing frog, the found frog and the found monster dog, the taken advice (Wirt is responsible for his and his brother’s behaviour) and the cost of the woodsman’s support. The woodsman knows it, and we will learn by and by that Wirt needs to take responsibility for his own actions. This is the first direct look at Wirt’s psychological problems.

Next time I’ll look at Episode 2, and we will start to see how each episode explores Wirt’s moral (external) or psychological (internal) problems, in quirky ways, that I frankly didn’t notice the first time watching, as we were just too busy enjoying the wackiness of the world and it’s characters.

I hope that made sense! Feel free to comment.