Page 49 - A Handbook Genre Studies in Mass Media
P. 49

CHAPTER 3

                    One way, then, to identify a premise is to begin with this statement:
                  The x genre presents a world in which. . . . As an example, the premise
                  of action/adventure video games such as F.E.A.R. is rooted in a nihilistic
                  worldview—a world in which life has no meaning. Critic Charles Herold
                  describes the premise of F.E.A.R.:

                       I can easily handle a dozen men armed with assault rifles. I stand firm
                       before defense drones, blasting away with my shotgun. . . . In the game,
                       you are part of an elite strike force designated First Encounter Assault
                       Recon. . . . Called in to track down the psychic leader of an army of tele-
                       kinetically controlled soldiers, you discover that you are not the only one
                       who wants them dead, and you explore warehouses and office buildings
                       filled with dead bodies and blood dripping from the ceilings. 8
                    Based upon this premise, the characters in F.E.A.R. simply exist from
                  moment to moment, completely at the hands of fate (or, more specifically,
                  the skill level of the players). Success is defined by the player’s ability
                  to survive in a world that is one big battleground.
                    A premise can simultaneously exist in layers: (1) the premise of a
                  genre; (2) the premise of a subgenre; (3) the premise of an individual
                  series. To illustrate, the premise of the reality genre is as follows:
                    Non-actor contestants are placed in a competition or artificial cir-
                  cumstance that they must contend with in the course of the series. Often,
                  these people are placed in conditions that require them to work together
                  as a team to accomplish difficult tasks.
                    Subgenres have a more narrowly defined premise. Thus, the premise
                  for transplantation reality subgenre can be described as follows:
                    A person is moved into a new environment. The program centers on
                  how he or she reacts to the new situation, as well as how those in that
                  environment react to a stranger in their midst.
                    Finally, each series within a genre has its own distinct formula. For
                  instance, below are examples of premises for a transplantation series:

                    •  Faking It places a person from a low-end profession to work in a
                      high-end career. Examples include training a bike messenger as a polo
                      player or teaching a sheep shearer to pass as a high-end hairstylist.
                    •  Now Who’s Boss challenges an executive to perform low-level jobs
                      in his own company.
                    •  Worlds Apart transplants American families to Borneo, Mongolia,
                      and other remote locales.

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