zombiejimmorrison
Woodpecker
MrXY said:The Hero's Journey is a good way to analyze whether or not you can help someone. After all, The Matrix adhered pretty strictly to the 12 stages of the journey.
The first five stages are:
http://www.movieoutline.com/article...ic-structure-of-joseph-campbell-monomyth.html1. Ordinary World
This is where the Hero's exists before his present story begins, oblivious of the adventures to come. It's his safe place. His everyday life where we learn crucial details about our Hero, his true nature, capabilities and outlook on life. This anchors the Hero as a human, just like you and me, and makes it easier for us to identify with him and hence later, empathize with his plight.
2. Call To Adventure
The Hero's adventure begins when he receives a call to action, such as a direct threat to his safety, his family, his way of life or to the peace of the community in which he lives. It may not be as dramatic as a gunshot, but simply a phone call or conversation but whatever the call is, and however it manifests itself, it ultimately disrupts the comfort of the Hero's Ordinary World and presents a challenge or quest that must be undertaken.
3. Refusal Of The Call
Although the Hero may be eager to accept the quest, at this stage he will have fears that need overcoming. Second thoughts or even deep personal doubts as to whether or not he is up to the challenge. When this happens, the Hero will refuse the call and as a result may suffer somehow. The problem he faces may seem to much to handle and the comfort of home far more attractive than the perilous road ahead. This would also be our own response and once again helps us bond further with the reluctant Hero.
4. Meeting The Mentor
At this crucial turning point where the Hero desperately needs guidance he meets a mentor figure who gives him something he needs. He could be given an object of great importance, insight into the dilemma he faces, wise advice, practical training or even self-confidence. Whatever the mentor provides the Hero with it serves to dispel his doubts and fears and give him the strength and courage to begin his quest.
5. Crossing The Threshold
The Hero is now ready to act upon his call to adventure and truly begin his quest, whether it be physical, spiritual or emotional. He may go willingly or he may be pushed, but either way he finally crosses the threshold between the world he is familiar with and that which he is not. It may be leaving home for the first time in his life or just doing something he has always been scared to do. However the threshold presents itself, this action signifies the Hero's commitment
If a man is still in the first stage and buys into the conventional view of the world, it's hopeless to try to help him. I know, I've tried. If he's in the second and third stages you can plant little seeds but expect resistance and a long time before they bear fruit , if they ever do. He has to be ready for a radical break, even if he doesn't know it, and has to be receptive and seeking. He has to know something is wrong with the world, as Morpheus pointed out to Neo. Only then can the mentor come in and offer him the Red Pill.
This trope actually makes a lot of sense, I can even see my own story. You have to be somewhat in a hopeless position to change. I was approaching 22 still a virgin, game was like oxygen and the red pill was life blood.