Fantasy

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Fairy tales and legends, such as Dobrynya Nikitich's rescue of Zabava Putyatichna from the dragon Gorynych, have been an important source for fantasy.

Fantasy is a genre of fiction that commonly uses magic and other supernatural phenomena as a primary plot element, theme, or setting. Many works within the genre take place in imaginary worlds where magic and magical creatures are common. Fantasy is generally distinguished from the genres of science fiction and horror by the expectation that it steers clear of scientific and macabre themes, respectively, though there is a great deal of overlap between the three, all of which are subgenres of speculative fiction.

In popular culture, the fantasy genre is predominantly of the medievalist form, especially since the worldwide success of The Lord of the Rings and related books by J. R. R. Tolkien. In its broadest sense, however, fantasy comprises works by many writers, artists, filmmakers, and musicians, from ancient myths and legends to many recent works embraced by a wide audience today.

Fantasy is a vibrant area of academic study in a number of disciplines (English, cultural studies, comparative literature, history, medieval studies). Work in this area ranges widely, from the structuralist theory of Tzvetan Todorov, which emphasizes the fantastic as a liminal space, to work on the connections (political, historical, literary) between medievalism and popular culture.[1]

Traits of fantasy[edit]

The identifying traits of fantasy are the inclusion of fantastic elements in a self-coherent (internally consistent) setting, where inspiration from mythology and folklore remains a consistent theme.[2] Within such a structure, any location of the fantastical element is possible: it may be hidden in, or leak into the apparently real world setting, it may draw the characters into a world with such elements, or it may occur entirely in a fantasy world setting, where such elements are part of the world.[3] Essentially, fantasy follows rules of its own making, allowing magic and other fantastic devices to be used and still be internally cohesive.[4]

History[edit]

Beginning perhaps with the Epic of Gilgamesh and the earliest written documents known to humankind, mythic and other elements that would eventually come to define fantasy and its various subgenres have been a part of some of the grandest and most celebrated works of literature. From The Odyssey to Beowulf, from the Mahabharata to The Book of One Thousand and One Nights, from the Iliad to Fengshen Yanyi, from the Ramayana to the Journey to the West, and from the Arthurian legend and medieval romance to the epic poetry of the Divine Comedy, fantastical adventures featuring brave heroes and heroines, deadly monsters, and secret arcane realms have inspired many audiences. In this sense, the history of fantasy and the history of literature are inextricably intertwined.

Many works are unclear as to the belief of the authors in the marvels they contain, as in the enchanted garden from the Decameron.

There are many works where the boundary between fantasy and other works is not clear; the question of whether the writers believed in the possibilities of the marvels in A Midsummer Night's Dream or Sir Gawain and the Green Knight makes it difficult to distinguish when fantasy, in its modern sense, first began.[5]

Although pre-dated by John Ruskin's The King of the Golden River (1841), the history of modern fantasy literature is usually said to begin with George MacDonald, the Scottish author of such novels as The Princess and the Goblin and Phantastes (1858), the latter of which is widely considered to be the first fantasy novel ever written for adults. MacDonald was a major influence on both J. R. R. Tolkien and C. S. Lewis. The other major fantasy author of this era was William Morris, a popular English poet who wrote several novels in the latter part of the century, including The Well at the World's End.

Despite MacDonald's future influence with At the Back of the North Wind (1871), Morris's popularity with his contemporaries, and H.G. Wells's The Wonderful Visit (1895), it wasn't until the 20th century that fantasy fiction began to reach a large audience. Lord Dunsany established the genre's popularity in both the novel and the short story form. Many popular mainstream authors also began to write fantasy at this time, including H. Rider Haggard, Rudyard Kipling and Edgar Rice Burroughs. These authors, along with Abraham Merritt, established what was known as the "lost world" sub-genre, which was the most popular form of fantasy in the early decades of the 20th century, although several classic children's fantasies, such as Peter Pan and The Wonderful Wizard of Oz, were also published around this time.

Indeed, juvenile fantasy was considered more acceptable than fantasy intended for adults, with the effect that writers who wished to write fantasy had to fit their work in a work for children.[6] Nathaniel Hawthorne wrote fantasy in A Wonder-Book for Girls and Boys, intended for children,[7] though works for adults only verged on fantasy. For many years, this and successes such as Alice's Adventures in Wonderland (1865), created the circular effect that all fantasy works, even the later The Lord of the Rings, were therefore classified as children's literature.

Political and social trends can affect a society's reception towards fantasy. In the early 20th century, the New Culture Movement's enthusiasm for Westernization and science in China compelled them to condemn the fantastical shenmo genre of traditional Chinese literature. The spells and magical creatures of these novels were viewed as superstitious and backward, products of a feudal society hindering the modernization of China. Stories of the supernatural continued to be denounced once the Communists rose to power, and mainland China experienced a revival in fantasy only after the Cultural Revolution had ended.[8]

Fantasy was a staple genre of pulp magazines published in the West. In 1923, the first all-fantasy fiction magazine, Weird Tales, was created. Many other similar magazines eventually followed, most noticeably The Magazine of Fantasy and Science Fiction. The pulp magazine format was at the height of its popularity at this time and was instrumental in bringing fantasy fiction to a wide audience in both the U.S. and Britain. Such magazines were also instrumental in the rise of science fiction, and it was at this time the two genres began to be associated with each other.

By 1950, "sword and sorcery" fiction had begun to find a wide audience, with the success of Robert E. Howard's Conan the Barbarian and Fritz Leiber's Fafhrd and the Gray Mouser stories.[9] However, it was the advent of high fantasy, and most of all J. R. R. Tolkien's The Hobbit and The Lord of the Rings, which reached new heights of popularity in the late 1960s, that allowed fantasy to truly enter the mainstream.[10] Several other series, such as C. S. Lewis's Chronicles of Narnia and Ursula K. Le Guin's Earthsea books, helped cement the genre's popularity.

The popularity of the fantasy genre has continued to increase in the 21st century, as evidenced by the best-selling status of J. K. Rowling's Harry Potter series; of George R. R. Martin's Song of Ice and Fire sequence; and of Rick Riordan's Percy Jackson & the Olympians pentalogy, which focuses on Greek mythology, The Kane Chronicles trilogy, which focuses on Egyptian mythology, and Heroes of Olympus trilogy, which focuses on Greek and Roman mythology. Several fantasy film adaptations have achieved blockbuster status, most notably The Lord of the Rings film trilogy directed by Peter Jackson, and the Harry Potter films, currently the highest-grossing film series in cinematic history.

Media[edit]

Fantasy is a popular genre, having found a home for itself in almost every medium. While fantasy art and recently fantasy films have been increasingly popular, it is fantasy literature which has always been the genre's primary medium.

Fantasy role-playing games cross several different media. Dungeons & Dragons was the first tabletop role-playing game, and remains the most successful and influential.[11][12] The science fantasy role-playing game series Final Fantasy has been an icon of the role-playing video game genre (as of 2012 still among the top ten best-selling video game franchises). The first collectible card game, Magic: The Gathering, has a fantasy theme, and is similarly dominant in the industry.[13]

Subgenres[edit]

Modern fantasy, including early modern fantasy, has also spawned many new subgenres with no clear counterpart in mythology or folklore, although inspiration from mythology and folklore remains a consistent theme. Fantasy subgenres are numerous and diverse, frequently overlapping with other forms of speculative fiction in almost every medium in which they are produced. A couple of examples are the science fantasy and dark fantasy subgenres, which the fantasy genre shares with science fiction and horror, respectively.

Subculture[edit]

Professionals such as publishers, editors, authors, artists, and scholars within the fantasy genre get together yearly at the World Fantasy Convention. The World Fantasy Awards are presented at the convention. The first WFC was held in 1975, and it has occurred every year since. The convention is held at a different city each year.

Additionally, many science fiction conventions, such as Florida's FX Show and MegaCon, cater to fantasy and horror fans. Anime conventions, such as Ohayocon or Anime Expo frequently feature showings of fantasy, science fantasy, and dark fantasy series and films, such as Majutsushi Orphen (fantasy), Sailor Moon (urban fantasy), Berserk (dark fantasy), and Spirited Away (fantasy). Many science fiction/fantasy and anime conventions also strongly feature or cater to one or more of the several subcultures within the main subcultures, including the cosplay subculture (in which people make and/or wear costumes based on existing or self-created characters, sometimes also acting out skits or plays as well), the fan fiction subculture, and the fan video or AMV subculture, as well as the large internet subculture devoted to reading and writing prose fiction and/or doujinshi in or related to those genres.

See also[edit]

References[edit]

  1. ^ Jane Tolmie, "Medievalism and the Fantasy Heroine", Journal of Gender Studies, Vol. 15, No. 2 (July 2006), pp. 145–158. ISSN 0958-9236
  2. ^ John Grant and John Clute, The Encyclopedia of Fantasy, "Fantasy", p 338 ISBN 0-312-19869-8
  3. ^ Jane Langton, "The Weak Place in the Cloth" p163-180, Fantasists on Fantasy, ed. Robert H. Boyer and Kenneth J. Zahorski, ISBN 0-380-86553-X
  4. ^ Diana Waggoner, The Hills of Faraway: A Guide to Fantasy, p 10, 0-689-10846-X
  5. ^ Brian Attebery, The Fantasy Tradition in American Literature, p 14, ISBN 0-253-35665-2
  6. ^ C.S. Lewis, "On Juvenile Tastes", p 41, Of Other Worlds: Essays and Stories, ISBN 0-15-667897-7
  7. ^ Brian Attebery, The Fantasy Tradition in American Literature, p 62, ISBN 0-253-35665-2
  8. ^ Wang, David Dewei (2004). The Monster that is History: History, Violence, and Fictional Writing in Twentieth-century China. University of California Press. pp. 264–266. ISBN 978-0-520-93724-6. 
  9. ^ L. Sprague de Camp, Literary Swordsmen and Sorcerers: The Makers of Heroic Fantasy, p 135 ISBN 0-87054-076-9
  10. ^ Jane Yolen, "Introduction" p vii-viii After the King: Stories in Honor of J.R.R. Tolkien, ed, Martin H. Greenberg, ISBN 0-312-85175-8
  11. ^ According to a 1999 survey in the United States, 6% of 12- to 35-year-olds have played role-playing games. Of those who play regularly, two thirds play D&D.Dancey, Ryan S. (February 7, 2000). Adventure Game Industry Market Research Summary (RPGs). V1.0. Wizards of the Coast. Retrieved 23 February 2007. 
  12. ^ Products branded Dungeons & Dragons made up over fifty percent of the RPG products sold in 2005. Hite, Kenneth (30 March 30, 2006). "State of the Industry 2005: Another Such Victory Will Destroy Us". GamingReport.com. Retrieved 21 February 2007.  Retrieved from Internet Archive 20 February 2014.
  13. ^ ICv2 (November 9, 2011). "'Magic' Doubled Since 2008". Retrieved November 10, 2011. "For the more than 12 million players around the world [...]"  Note that the "twelve million" figure given here is used by Hasbro; while through their subsidiary Wizards of the Coast they would be in the best position to know through tournament registrations and card sales, they also have an interest in presenting an optimistic estimate to the public.

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