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High Fantasy Wallpaper (71+ images)According to the related Wikipedia article, high fantasy differs from low fantasy in being set in a fictional world with rules that differ from those of the real world.

In other words, a high fantasy setting frees the creator to set whatever rules might be interesting without being constrained by the petty rules of reality; viz.:

"High fantasy is set in an alternative, fictional ('secondary') world, rather than the 'real' or 'primary' world. This secondary world is usually internally consistent, but its rules differ from those of the primary world. By contrast, low fantasy is characterized by being set in the primary or real world, or a rational and familiar fictional world with the inclusion of magical elements.

"The romances of William Morris, such as The Well at the World's End, set in an imaginary medieval world, are sometimes regarded as the first examples of high fantasy. The works of J. R. R. Tolkien — especially The Lord of the Rings — are regarded as archetypal works of high fantasy. Stephen R. Donaldson's The Chronicles of Thomas Covenant is another example of a high fantasy series."

[Spaces have been added before and after the em-dashes in the above cited text in order to allow italicization of one of the above works of fiction.]

The two aspects of high fantasy that make it fun are as follows:

1) It is completely useless because it is completely unrelated to reality, and therefore it is completely fun, because of the well-known rule that utility value and enjoyment value are inversely related; and

2) It frees the imagination of the creator and the reader/player from being bound by the laws of physics, and instead only requires logical consistency. This allows for very strange and unusual phenomena and for potentially strange new rules of logic. In particular, it allows the creator and the reader/player to role-play roles that would be impossible in reality. For example, a poet with mathematics phobia can become an arrogant professor of pure mathematics and computer science, or a physically frail NEET can become a fierce samurai or monk. Now that is fun.
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The Faerie Queene
The Faerie Queene
, by Edmund Spenser, is an example of a fun poem.

It is fun because its topic is fantasy: It has nothing whatsoever to do with reality.

Even in computer science, there was a common rule that there was an inverse relation between how interesting that a topic was and how useful that it was: Generally speaking, the more interesting the topic, the less useful that it was.

This rule also applies to poetry. The most fun poems, such as The Faerie Queene, and the most fun comedies, such as A Midsummer Night's Dream (by William Shakespeare), are almost always those that concerned high fantasy.

The Faerie Queene is a story featuring an evil wizard, an evil dragon, a young lady, and a knight. It is rich in poetic allegory. It forces the reader to understand symbolism. It is the epitome of high fantasy for poetry.

For example, here is a summary of Book I of the epic poem from the related Wikipedia article:

> Book I is centred on the virtue of Holiness as embodied in the
> Redcrosse Knight. He and his lady Una travel together as he fights the
> dragon Errour, then separate as the wizard Archimago tricks the
> Redcrosse Knight in a dream to think that Una is unchaste. After he
> leaves, the Redcrosse Knight meets Duessa, who feigns distress in order
> to entrap him. Duessa leads the Redcrosse Knight to captivity by the
> giant Orgoglio. Meanwhile, Una overcomes peril, meets Arthur, and
> finally finds the Redcrosse Knight and rescues him from his capture,
> from Duessa, and from Despair. Una and Arthur help the Redcrosse
> Knight recover in the House of Holiness, with the House's ruler Caelia
> and her three daughters joining them; there the Redcrosse Knight sees a
> vision of his future. He then returns Una to her parents' castle and
> rescues them from a dragon, and the two are betrothed after resisting
> Archimago one last time.

The Faerie Queene was one of my favorite poems in college, and the only poem that I actually found to be fun to read. It reminded me of the plot of one fantasy-based role-playing game that had captivated my interest in my teenage years: Dragon Quest III (see https://en.wikipedia.org/wiki/Dragon_Quest_III), created by Yuuji Horii (see https://en.wikipedia.org/wiki/Yuji_Horii).

Both plots featured either a wizard or wizards, a dragon or dragons, a young lady or ladies, and a knight or a knight-like person of courage. Both plots depicted the protagonist in an epic struggle. And both plots had a protracted series of quest-like events.

Most importantly, both plots were immersive: They had the quality of being able to cast the reader (or the player) into a high fantasy universe devoid of any relation whatsoever to reality. That was precisely the reason that they were both fun.
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Fantasy

Now what I would really like to do would be to find some way to leverage high fantasy fiction and poetry to elevate high fantasy interactive entertainment to the same academic stature as the former.

What I find annoying about academia--and especially about academia at such schools as my alma mater--is an implicit but persistent insistence to allow high fantasy fiction and poetry, such as A Midsummer Night's Dream and The Faerie Queene, but not high fantasy interactive entertainment, such as Skyrim, The Elder Scrolls Online, or The Lord of the Rings Online.

One of my dreams in college (back at Yale) was to find some way to convince the college president to allow creation of a Department of Narratology and a corresponding Department of Ludology--the former to study plots in high fantasy interactive entertainment, and the latter to study the mechanics of high fantasy interactive entertainment.

However, in order to achieve this, it is essential to raise to overall quality of high fantasy interactive entertainment from being focused on gore and violence to being focused on beauty, intricacy, and subtlety in plots and settings. In other words, less DOOM and Quake, and more Myst and Skyrim.

Fortunately, finally, some recent titles do seem somewhat promising: Alan Wake, Skyrim, The Elder Scrolls Online, and The Lord of the Rings Online all seem to offer deep, intricate plots with abstract symbolism.

Now, when most titles in the entire field of high fantasy interactive entertainment become similar to such titles, the ground becomes ripe for creating a Department of Narratology at some accredited university.

That Department of Narratology can then serve as a stepping-stone for other Departments of Narratology at other universities, and eventually, at schools of the caliber of my alma mater across the world.

That is when a Department of Narratology at Yale University (my alma mater) might finally be realized.

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Benjamin L. Russell

May 2020

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