Deconstruction of iconic characters: binary opposition and différance in the visual-narrative design of Darth Vader, Naruto, and Mario

Main Article Content

Ahmad Faisal Choiril Anam Fathoni
Ercilia Rini Octavia
Cahyono Budi Santosa

Abstract

Character design plays a crucial role in visual narrative effectiveness and emotional connection with audiences, yet existing scholarship privileges visual-narrative coherence over the role of contradiction in shaping emotional resonance. This study asks how Derridean mechanisms, binary opposition and différance, operate within iconic character design to generate interpretive depth. It employs a qualitative multiple-case design analyzing three purposively selected characters: Darth Vader, Naruto Uzumaki, and Super Mario. Selection followed three operational criteria: documented global iconicity, representation of three distinct visual traditions (Hollywood cinema, Japanese anime, and Japanese video games), and contrasting modes of iconization (tragic-antagonistic, heroic-developmental, and functional-iconic). Each case was analyzed through a four-stage deconstructive procedure—identification of the privileged binary, contradictory close reading, exposure of the moment of différance, and synthesis of layered meaning—applied to two defined units of analysis: visual units (silhouette, color, costume, facial configuration, movement, and symbolic marker) and narrative units (scene, action, transformation, and symbolic reversal). Interpretive claims were validated by returning each reading to its primary text, by cross-case pattern testing, and by author consensus. The analysis finds that resonance is generated not by design harmony but by sustained tension between visual meaning and narrative subversion, with each character organized around a distinct collapsing hierarchy: power/weakness, recognition/alienation, and complexity/simplicity. The study contributes an operational deconstructive procedure for visual-narrative research, reframes visual contradiction as a designed resource rather than a flaw, and extends deconstructive analysis across three cultural production contexts. As a textual analysis, it describes interpretive potential inscribed in the design and makes no claim about measured audience response; empirical reception testing remains a task for subsequent research.

Downloads

Download data is not yet available.

Article Details

Section
Articles

References

[1] A.-S. Mousavilar and S. Pourmahmoud, “A Comparative Study of Derrida’s Binary Opposition in Escher’s Day and Night,” Revista de Humanidades, no. 42, p. 11, 2021, doi: 10.5944/rdh.42.2021.28496.

[2] R. Pradantyo, M. V. Birk, and S. Bateman, “How the Visual Design of Video Game Antagonists Affects Perception of Morality,” Front. Comput. Sci., vol. 3, p. 531713, Apr. 2021, doi: 10.3389/fcomp.2021.531713.

[3] V. I. Cassone, “Gotta face ’em all: Pokémon, Japanese animated characters, and the emergence of playful visual animism,” Sign Systems Studies, vol. 49, no. 3, pp. 543–565, 2021, doi: 10.12697/SSS.2021.49.3-4.15.

[4] J. Liedgren, P. Desmet, and A. Gaggioli, “Liminal Design: A Conceptual Framework and Three-Step Approach for Developing Technology that Delivers Transcendence and Deeper Experiences,” Front. Psychol., vol. 14, p. 1043170, 2023, doi: 10.3389/fpsyg.2023.1043170.

[5] E. Sandry, R. Gomez, and K. Nakamura, “Art, Design and Communication Theory in Creating the Communicative Social Robot ‘Haru,’” Front. Robot. AI, vol. 8, pp. 1–11, 2021, doi: 10.3389/frobt.2021.577107.

[6] M. G. Shilina and M. Zarifian, “Re-thinking Semiotics: a New Categorization of a Sign?,” RUDN Journal of Language Studies, Semiotics and Semantics, vol. 14, no. 2, pp. 305–313, 2023, doi: 10.22363/2313-2299-2023-14-2-305-313.

[7] L. S. Benavides, “Narrative Resistance and Emotional Transformations,” Hypatia, vol. 40, pp. 802–823, 2025, doi: 10.1017/hyp.2025.16.

[8] M. B. M. Al-Abbas, M. S. Al-Atoum, M. A. Alsaggar, and R. M. Abu-Hammad, “Aesthetics and Semiotics of Communication in Visual Language: A Multimodal Criticism on the Short Film of Ismail,” Theory and Practice in Language Studies, vol. 14, no. 2, pp. 570–577, 2024, doi: 10.17507/tpls.1402.30.

[9] F. Thomas and O. Johnston, The Illusion of Life: Disney Animation. New York: Walt Disney Production, 1995.

[10] S. McCloud, Understanding Comics: The Invisible Art, Reprint. New York: William Morrow Paperbacks, 1994.

[11] E. Simsek and A. A. Bozdag, “A visual social semiotic investigation into the popularity of Ronaldo and Messi’s chess photo on Instagram: Implications for new media and audience engagement,” Online J. Commun. Media Technol., vol. 14, no. 3, p. e202432, 2024, doi: 10.30935/ojcmt/14603.

[12] N. D. Isikoren and F. Kalkan, “Comparative image analysis in visual arts and art education,” Eurasia Journal of Mathematics, Science and Technology Education, vol. 13, no. 11, pp. 7329–7338, 2017, doi: 10.12973/ejmste/79605.

[13] R. Frazer and E. Moyer-Gusé, “Engaging the Dark Side: Exploring Identification with Morally Complex Antagonists,” Mass Commun. Soc., vol. 26, no. 2, pp. 177–200, 2023, doi: 10.1080/15205436.2021.1968436.

[14] D. Setiawan and D. Aditama, “Nilai Moral pada Dialog dalam Serial Anime ‘Naruto Shippuden’: Analisis Semiotika Ferdinand De Saussure,” Magenta | Official Journal STMK Trisakti, vol. 7, no. 02, pp. 1112–1120, 2023, doi: 10.61344/magenta.v7i02.104.

[15] X. Cao, M. Watanabe, and K. Ono, “How character-centric game icon design affects the perception of gameplay,” Applied Sciences (Switzerland), vol. 11, no. 21, 2021, doi: 10.3390/app11219911.

[16] E. D. M. Aguilar, S. Witjes, and R. ten Bos, “Deconstruction as a Research Strategy for Discourse Studies: An Aporetic and Iterable Model for Opening Discourses,” Int. J. Qual. Methods, vol. 24, 2025, doi: 10.1177/16094069251349470.

[17] N. Campbell, “Regarding Derrida: The tasks of visual deconstruction,” Qualitative Research in Organizations and Management: An International Journal, vol. 7, no. 1, pp. 105–124, 2012, doi: 10.1108/17465641211223492.

[18] J. Derrida, Of Grammatology. Baltimore: Johns Hopkins University Press, 2016.

[19] J. Derrida, Writing and Difference, 2nd ed. London: Routledge (Routledge Classics), 2001.

[20] J. Derrida, Positions. Chicago: The University of Chicago Press, 1981.

[21] K. Kroó, “On some aspects of the binary in the context of the ternary and the plural in Juri Lotman’s semiotics of literature,” Neohelicon, vol. 49, no. 2, pp. 593–606, 2022, doi: 10.1007/s11059-022-00650-0.

[22] J. Campbell, The Hero with a Thousand Faces. New York: Pantheon Books, 1949.

[23] U. Margolin, “Structuralist approaches to character in narrative: The state of the art,” Semiotica, vol. 75, no. 1–2, pp. 1–24, 1989, doi: 10.1515/semi.1989.75.1-2.1.

[24] C. Tseng, A. Z. Wang, G. J. Quadri, and D. A. Szafir, “Shape It Up: An Empirically Grounded Approach for Designing Shape Palettes,” IEEE Trans. Vis. Comput. Graph., vol. 31, no. 1, pp. 349–359, 2025, doi: 10.1109/TVCG.2024.3456385.

[25] E. Liberman-Pincu, Y. Parmet, and T. Oron-Gilad, “Judging a Socially Assistive Robot by Its Cover: The Effect of Body Structure, Outline, and Color on Users’ Perception,” ACM Trans. Hum. Robot. Interact., vol. 12, no. 2, 2023, doi: 10.1145/3571717.

[26] M. Smith, Engaging Characters: Fiction, Emotion, and the Cinema. New York: Oxford University Press, 1995.

[27] C. Plantinga and G. M. Smith, Passionate Views: Film, Cognition, and Emotion, First Edition., vol. 54, no. 1. 1999.

[28] R. M. Willems, “MA-EM: A neurocognitive model for understanding mixed and ambiguous emotions and morality,” Cogn. Neurosci., vol. 14, no. 2, pp. 51–60, 2023, doi: 10.1080/17588928.2022.2132223.

[29] C. Rühlemann, “How is emotional resonance achieved in storytellings of sadness/distress?,” Front. Psychol., vol. 13, pp. 1–26, 2022, doi: 10.3389/fpsyg.2022.952119.

[30] O. Nikulina, A. C. R. van Riel, J. G. A. M. Lemmink, D. Grewal, and M. Wetzels, “Narrate, Act, and Resonate to Tell a Visual Story: A Systematic Review of How Images Transport Viewers,” J. Advert., vol. 53, no. 4, pp. 605–625, 2024, doi: 10.1080/00913367.2024.2309921.

[31] Z. Mohammadi and S. Farisi, “Deconstruction Theory, Rumi’s Discourse and Their Application in Design Process,” Tabriz, 2013. doi: 10.1080/17496977.2004.11417765.

[32] M. Sablé-Meyer, K. Ellis, J. Tenenbaum, and S. Dehaene, “A language of thought for the mental representation of geometric shapes,” Cogn. Psychol., vol. 139, pp. 1–27, 2022, doi: 10.1016/j.cogpsych.2022.101527.

[33] S. L. Bowman, “Finding the self in role-playing games: Weaving myth, narrative, and identity,” Media Practice and Education, vol. 25, no. 2, pp. 160–173, 2024, doi: 10.1080/25741136.2024.2324085.

[34] D. Lehner, “The Heroine’s/Hero’s Journey—A Call for Transformation? Transformative Learning, Archetypal Patterns, and Embodied Knowing/Learning,” Journal of Transformative Education, vol. 20, no. 2, pp. 88–104, 2022, doi: 10.1177/15413446211007089.

[35] S. H. Yudhanto, “Multimodal Discourse Analysis of Studio Ghibli Movie Posters (Study of Studio Ghibli Movie Posters 1984-2023),” Journal of Visual Art and Design, vol. 16, no. 2, pp. 229–247, 2024, doi: 10.5614/j.vad.2024.16.2.6.

[36] H. Helmita and R. Hasila Diandri, “Study of Sign in The Naruto Film: A Semiotic Analysis,” Jurnal Ilmiah Langue and Parole, vol. 9, no. 1, pp. 67–73, 2025, doi: 10.36057/jilp.v9i1.777.

[37] C. Pradies, M. Berti, M. Pina e Cunha, A. Rego, A. Tunarosa, and S. Clegg, “A Figure is Worth a Thousand Words: The role of visualization in paradox theorizing,” Organization Studies, vol. 44, no. 8, pp. 1231–1257, 2023, doi: 10.1177/01708406231161998.

[38] B. F. J, P. Revathi, S. W. Mohsin, A. A. Dorathy, and R. Ramya, “From Destabilisation to Reparative Connection: A Derridean Reading of Sally Rooney’s Normal People,” Theory and Practice in Language Studies, vol. 16, no. 1, pp. 174–182, 2026, doi: 10.17507/tpls.1601.19.

[39] T. A. Krysanova and I. S. Shevchenko, “Multisemiotic Patterns of Emotive Meaning-Making in Film,” Visnyk Universitetu Imeni Alfreda Nobelya. Seriya: Filologichni Nauki, vol. 2022, no. 2, pp. 238–248, 2022, doi: 10.32342/2523-4463-2022-2-24-20.

[40] L. de F. Carvalho, F. K. Miguel, and G. Pianowski, “Teaching differential diagnosis with Anakin Skywalker: the duel between borderline personality disorder and bipolar disorder,” Estudos de Psicologia, vol. 40, pp. 1–9, 2023, doi: 10.1590/1982-0275202340e210047.

[41] A. Vandewalle, S. Malliet, and K. Demoen, “Playing with Character: A Framework of Characterization in Video Games,” Games Cult., vol. 19, no. 6, pp. 722–742, 2024, doi: 10.1177/15554120231179496.

[42] A. Homolar, “A call to arms: Hero–villain narratives in US security discourse,” Secur. Dialogue, vol. 53, no. 4, pp. 324–341, 2022, doi: 10.1177/09670106211005897.

[43] E. V. De Guzman, “Uzumaki Nagato’s existential ideology on suffering: A phenomenological commentary,” International Journal of Multidisciplinary Research and Growth Evaluation, vol. 3, no. 3, pp. 172–177, 2022, doi: 10.54660/anfo.2022.3.3.12.

[44] A. S. Lu and A. C. Moller, “Elaborating the Role of Narrative and Self-Determination Theory in Video Game Design Research,” Interact. Comput., vol. 38, no. 3, pp. 501–515, 2024, doi: 10.1093/iwc/iwae058.

[45] S. Şengün, J. M. Santos, J. Salminen, M. Milenkovic, and B. J. Jansen, “Is Death Only the Beginning? How People Mourn Artificial Characters in Social Media,” Games Cult., vol. 20, no. 1, pp. 77–124, 2025, doi: 10.1177/15554120231190195.

[46] E. Hayot, “Video games & the novel,” Daedalus, vol. 150, no. 1, pp. 178–187, 2020, doi: 10.1162/DAED_a_01841.

[47] V. Erb, S. Lee, and Y. Y. Doh, “Player-Character Relationship and Game Satisfaction in Narrative Game: Focus on Player Experience of Character Switch in The Last of Us Part II,” Front. Psychol., vol. 12, pp. 1–11, Sep. 2021, doi: 10.3389/fpsyg.2021.709926.

[48] A. Khodorenko, “Visual Metaphor in Paratranslation of Literary Image,” Alfred Nobel University Journal of Philology, vol. 30, no. 2, pp. 430–457, 2025, doi: 10.32342/3041-217X-2025-2-30-22.