Archive for September, 2009
Wax Interlude: J Tillman
Posted by Nav in Music, Wax Interlude on September 30, 2009
“There are roses in your hair
And a lily on your breast
And a longing in your heart
Will you be ashamed?”
I’m not really sure if I can get myself into trouble using the ole’ d’box to stream music; guess we’ll consider this a test case.
So. J Tillman. Part of Fleet Foxes. Two absolutely charming songs.
When I Light Your Darkened Door
For days you just want to stare out of the window and watch the wind pick newly dry leaves from their branches only to cast them against the grey sky.
Is Joan Holloway’s Body a Feminist Act?
Posted by Nav in Cultural Theory, Pop Culture on September 29, 2009
Wait, what?
I’ve bounced back and forth over this one. And this is going to annoy some of you because, well, I just don’t do feminism very well. It’s not for lack of trying, mind you. It’s just that, even when I try not to, I end up being an asshole anyway.
Still, you gotta’ try, right?
So.
On one side you have people who argue that by showing the voluptuous, zaftig Hendricks/Holloway as so unabashedly sexy – so remarkably in control of her sexuality – Mad Men challenges contemporary notions of attractiveness that idealise thinness. In fetishising both the fashion of the 60s and Joan Holloway’s decidedly ‘not-skinny’ body, Mad Men projects a differing model of the female desirability. Similar attempts to portray a more inclusive visions of (it must be said, white, typically attractive) women can feel so counter to the norm, that it makes some women want ‘to shout from the rooftops’.
On the other, you have people who argue that in presenting a specific ‘feminine ideal’ through the lens of the male gaze – the idea that representations of women always conform to the whims of an implied straight male viewer – isn’t a helpful move at all, but instead is simply a repetition of the objectification of women. In fact, even worse is that by explicitly making Joan an object of male desire, the show fetishises the act of fetishisation itself: it makes a hot woman being gawked at seem like an act of empowerment. And like Marilyn Monroe before her, Hendricks is ‘blessed’ with almost cartoonish hourglass proportions. It’s an expansion of an ideal only if you too can look like a skinny woman hiding two well-placed tires under her dress. (Look, I told you this was going to be bad.)
I haven’t really linked to any other opinions above, so what’s clear is that there are a lot of people with opinions floating around in my head - one of whom is probably a bit of a misogynist twit who likes to say stupid things like “man, Joan Holloway is really fucking hot”, particularly after a couple of G&T’s.
But as I roamed the streets late at night a couple of days ago, thinking – this is just something I do – what bothered me about the latter option is that it relies on the possibility of an alternative. It suggests there’s a better way to do things. And in an abstract sense there is. But when you consider audiences and economics and the entrenchment of gender norms – is there?
See, trouble is, we get mired in the same never-ending questions that have plagued feminism for decades: can you broadly change the idea of attractiveness without presenting a new vision of attractiveness in the public space?; is there any way to re-frame notions of attractiveness without asking individuals to aspire to some kind of ideal?; and is the entire notion of visually recognisable attractiveness that is about body types – rather than the things that bodies do – tenable from a feminist perspective?
These questions are too hard. For me, anyway. So let’s go to a better one.
Does seeing Hendricks/Holloway on screen make people feel better – especially women? My anecdotal evidence – based on a large, representative sampling of 2 or 3 women who, for reasons unknown, are still willing to speak to me – says yes.
But like I said, I do feminism badly.
So whaddya’ think?
How Do We Tell Stories About Our Age?
Posted by Nav in Cultural Theory, Culture of Technology, Electronic Reading, Pop Culture on September 25, 2009
For some time now, this question has been simmering at the back of my mind. It started well over a year ago when, suddenly frustrated by how hard it was to articulate the changes wrought by the web, I realised what I wanted was a story, not analysis. Enough brittle, steel words had been laid down. It was time for something else.
If what we ‘new liberal arts’ bloggers and writers were actually talking about was the way the present was spilling into an unknown future, suddenly it seemed even the most lucid analysis was, at best, like a clean, closed room with the blinds drawn. The outdoors, with its rolling hills, its horizons beckoning – that was where we needed to dwell. What we needed was a gesture towards half-formed thoughts, dream-like impressions, images seen from the window of a speeding train. A couple of things – a short-lived tumblr by Rex; a post here and there by Diana – cemented this new-found belief.
I had initially intended for this post to focus on one Mr. Penumbra. And I’ll get to that soon, because when it comes to stories about our time, I think it does smart, interesting stuff – and I just kinda’ loved it. So, sometime in the next couple of weeks, I will write about Robin’s writing and we’ll call that part 2.
But a couple of nights ago, I saw Goodness, a play written by Michael Redhill that, tangentially at least, gestures to the Rwandan genocide. Now that’s a world away from stories about the post-textual, microfame or 3D data visualisation. But I wanted to touch on it because: 1) it’s worth keeping in mind that, as we chatter on both excitedly and sincerely about the age of the screen, people continue to suffer and die in ways they shouldn’t have to; 2) those things don’t seem as disconnected as they originally appear.
But that sentence is a tough one, isn’t it? I mean, how can you ‘tangentially gesture toward the Rwandan genocide’? How do you use it as a marker for something else without cheapening it, without somehow making miniature an event that defies words, resists representation?
The answer – as much as there can ever be answers – lies, I think, in those last ideas: it defies words and resists representation. What might you ever say or film or paint to capture it? What exactly might you do where you’d sit back and say, “yes, now I have said enough”.
So, we’re left with Goodness. Now, as much as I joke about how little I read, in my short life I’ve stumbled across a lot of literature and film. Less than most of my peers, sure – but a lot. And, though I know I’m rather prone to hyperbole, Goodness may have been one of the most stunning, devastating and masterful pieces of art I’ve ever witnessed. I was shaken by it; pushed to the edge of something I didn’t know existed. But beyond its power as theatre – its capacity to elicit the feeling that somehow, almost against your will, you were slipping outside of yourself – it made me think: why did it work so well as a story about our time?
Well, I don’t know. When something borders on a kind of personal experience of the sublime, it’s hard to parse how it worked its effect on me. But there were these simple things:
- There was no truth at the end; only ambivalence.
- The personal and global overlapped; so much so, at times they were indistinguishable to the characters on stage.
- It wasn’t simply a tale of who gets to tell stories; it was also a story about the pressure exerted by narrative upon itself to coalesce and to ‘make sense’.
- Who tells a story is important. This has nothing to do with ‘authenticity’.
- That stories are told is important; we have no idea how the database and the network are going to constitute individuals in relation to both history and the future – or if they in fact can.
- Laughter is the only thing that allows for humanity in the fact of the abject.
- Everything of consequence happens between people – often in the silent spaces between looks and caresses and touches. This is because life actually has no words; those little audible markers are just the signposts by which we recognise our movement from one moment to the next.
How do we tell stories about out time? I don’t know. But it seems that the age of wholeness is over. We no longer know things.
A storyteller is a person who points to the dark and asks you not simply to imagine, but to let yourself be enveloped by it.
You won’t see yourself in it. And you may not see your hand in front of yourself.
But you will be changed as, stumbling into the next minute, the next hour, coughing, struggling to catch your breath, you see a glimmer of just how big the dark is.
Fuck the (CanLit) Farm Novel?
Posted by Nav in Literature, Pop Culture on September 22, 2009
I know there are some Canadian Literature nerds who occasionally read this blog, so… Is CanLit too rural? My initial response to this was “Yes! God, yes!” – until I remembered that I may have read around 10 Canadian novels in my entire life. So I’m not exactly qualified to judge.
Still, since I’ve been thinking so much recently about cities and their capacity to make people and culture – to make no mention of planning a Toronto short story collection in my head that I’ll probably never write – it seems a fair question to ask here. Is Canada’s vision of itself still too focused on the ole’ “hewers of wood, drawers of water” cliche – especially when around 80% of the population lives in cities? Or is the sometimes rural focus of Canuck writing a way of re/constructing a past and a cultural legacy that one might morph and play with?
Note: This was also just an excuse for me to bust out a picture of Autumn, which is my favourite time of year.
Note 2: The only downside to that link is that calls As for Me and My House a “lobotomy between two covers”. I dunno’ – I sorta’ loved it. But then, it is a very morose, introspective novel.
Tumblring into the Future
Posted by Nav in Cultural Theory, Culture of Technology, Pop Culture, Theorizing the Web on September 18, 2009
Pastiche is, like parody, the imitation of a peculiar or unique style, the wearing of a stylistic mask, speech in a dead language: but it is a neutral practice of mimicry, without parody’s ulterior motive, without the satirical impulse, without laughter, without that still latent feeling that there exists something normal compared to which what it being imitated is rather comic. Pastiche is blank parody, parody that has lost its sense of humour.
-Fredric Jameson, “Postmodernism and Consumer Society”
I happened upon this quote while reading something else. Actually, that isn’t quite true. I wasn’t reading anything. I was, for reasons I now can’t quite recall, simply flipping through an anthology of literary and cultural theory and just happened upon the quote. Perhaps it’s unsurprising then that, upon reading the quote, Tumblr was the first thing that popped to mind.
Tumblr is simply a platform. But there are things about Tumblr that intensify particular formal, cultural aspects of the internet. The ‘reblog’ is, I think, at the centre of Tumblr’s culture; it means that the network of Tumblelogs precedes the individual Tumblr itself. It means the context always comes before the expression. It means that nothing can ever be read alone; it is always crowded with a million other posts and a million other ideas.
Tumblr is the crystallisation of the internet. It is everything we have come up with so far, put through a juicer, distilled three times – once through a carbon filter – and then mixed with purest, most flavourless vodka you can find. It’s intoxicating, it’s empty, it’s enticing – it’s everything.
Tumblr is Transformers: Revenge of the Fallen.
The film – which was by far my favourite of the summer, btw – simply stitched together a series of cliches. It sketched a number of recognisable outlines and then resolutely refused to fill them in.
There were gestures towards a love story and a familial connection, but they were never fleshed out. There were racist caricatures used as comic relief, but for no appreciable reason other than to be there. Viewers couldn’t actually see the fight scenes between the robots; there was simply a lot of clattering and banging. At key moments, the shots would slow so that you could see one robot hit another and then recognise insignia or weapons that would identify which side they were on.
The plot was essentially incomprehensible and internally contradictory. But it didn’t matter. You knew what was coming. And I don’t mean in the Greek tragedy way. I simply mean that it was the spectacle and the flash that mattered, not the story. No-one cared how the story resolved. You just wanted the release of seeing the process in a way that was not only aesthetically overwhelming, but so obviously expensive. It was the apotheosis of postmodernism on film. But of course, it wasn’t on film. It was all digital. And it, like Tumblr, only made sense because of all the context before it. All Transformers 2 had to do was connect a series of pre-existing dots.
Of course, all of this just some shameless self-promotion, because it was this sort of thought-process that led to ‘my latest column’ in THIS magazine, which is on Tumblr. There, I don’t so much argue as imply that Tumblr is postmodernism, crystallised.
And because the only two things left are narcissism and the fragment, that’s where I’ll end.
Wax Interlude: Naya Zindagee, Naya Jeevan
Posted by Nav in Wax Interlude on September 11, 2009
“New Way, New Life” by Asian Dub Foundation
Why am I throwing this here? Because I watched this today for the first time in years and it got me all choked up. Who knows why?
Anyway, if you want to read about the awesomeness that is Asian Dub Foundation, check out their bio here.
Mondoville and Required Reading: Toronto’s Gawker and Fimoculous?
Posted by Nav in Culture of Technology, Toronto on September 11, 2009
Recently, after years of scattered complaining, the Toronto tech world finally got the cover story it deserved: a stinging indictment in NOW Magazine that suggested that, despite a wealth of advantages, the city has failed to capitalise on any of its tech potential. While Silicon Valley and Alley are creating jobs, services and new methods to empower people, Toronto lags.
The issue is obviously complicated: it encompasses infrastructure, government policy, the university system and, some would argue, the lack of a robust entrepreneurial culture in Canada. But one aspect that I believe gets overlooked is the lack of any central tech-culture websites to consolidate and focus all the energy here. While the high use of Twitter in Toronto has done a lot to cement a sense of a ‘tech community’, we still have a long way to go, and let’s be honest: Scrawled in Wax ain’t gonna’ help.
There might be reason for hope, though. Two recent happenings – the launches of Mondoville and Required Reading – seem to augur good things for developing a web/blogger culture in Toronto.
Mondoville, which is looking pretty good, was launched by Toronto media gadfly Marc Weisblott. Tweeting under the name @scroll, he relentlessly critiques Toronto media’s inability to react quickly enough to the web or create new media entities. While it’s true that he can be a bit of an asshole sometimes (sorry Marc, it’s true), he’s doing a heck of a lot more good than most, and he has a solid understanding of the web and its culture.
Mondoville is very Gawker-like. It’s pop, focused on celebrity, but smart and snarky, and carries with it that hard-to-describe ‘web vibe’ – irony, wit, pastiche etc. The design is clean, and the homepage has a tracker for popular trending Twitter topics in Toronto, which adds to the sense that it’s a ‘destination site’. The only real critique I would level at it is that it follows the “let’s start another blog” model. I would have liked to see some form of melding social-networking and blog a la Gdgt, or at least a new-ish approach like Mediaite.
Still, the more important thing is that it’s a place for web-savvy Torontonians to see their city’s place in a larger culture. So frequently, our conception of where we live is dependent upon its representation in the public sphere. And how many movies or novels or games are about Toronto? Almost none, right? So I think that’s a bigger deal than it sounds. I often wonder if Toronto so frequently feels like the city that almost-could because there is a sense Toronto doesn’t exist in global culture the way it should. More to the point, public visions of local culture give us something to share – something that we desperately lack.
And often, the things we share are the things we read. That’s what I love about Kate Carraway’s new Required Reading blog on Eye. Required Reading is a link blog that passes on cool, smart interesting things around the web that Carraway has recently discovered. But the thing I like about it isn’t the links themselves. Rather, somewhat like Rex Sorgatz’s Fimoculous, it’s the vibe produced by the aggregated collection of links, combined with the witty commentary, that makes it great. It’s like a snapshot of contemporary culture. Posts on one day will contain links to Douglass Rushkoff on economics and an amazing piece on the rebirth of Hamilton; on another, we get links to stories on rapper Drake, or a smart, almost implied take on modern feminism. Plus, because Carraway isn’t a ‘web insider’, you get charming revelations like finding a blog about some mommy named Dooce, who’s “apparently very popular”. It’s great.
More to the point, it consolidates the stuff that smart, savvy, privileged people in Toronto are reading. It puts it somewhere. And it’s consistently good. To me, that’s a big deal for a city so full of clever, talented people that seems to be searching for an identity. And what I hope is that it’s a start – or expansion – of a blogger, techie community in this city that I’ve decided to call home.
I’d be curious to hear what other Torontonians think. If you get a chance to look at the sites, hit the comments and let me know.
Going Greek on The Beatles: Rock Band
Posted by Nav in Culture of Technology, Gaming Theory, Music, Video Games on September 6, 2009
Greek philosophers, that is. If Plato and Aristotle disagreed on the good and bad work that art does, how do we talk about something similar in video games?
When a video game gets an 8000+ word feature in the New York Times Magazine, what’s clear is that this isn’t just any old game. And if you were looking for why The Beatles: Rock Band seems to have the world in a bit of a tizzy, you could do worse than asking Seth Schiesel, who reviewed the game for the NYT. “By reinterpreting an essential symbol of one generation in the medium and technology of another,” he says “The Beatles: Rock Band provides a transformative entertainment experience,”. TB:RB, we’re told, is about to do for video games what The Beatles themselves did for pop music: make them not just popular, but culturally significant*.
Still, as you’d expect, it’s precisely the transition from cultural touchstone to video game that has some feeling uneasy. The Times itself is rife with commentary about the distinction between this blasphemous knock-off and ‘the real thing’. But a far more intelligent, subtle critique was made by web thinker and occasional curmudgeon, Nick Carr:
Rock Band is a means of distancing rather than immersion. It’s yet another sign of the commercialization of the intimate, the replacement of real personal experience with a purchased, preprogrammed replica of experience…
Rock Band is the aural equivalent of paint-by-number… But, like paint-by-number, Rock Band is also a metaphor… What’s creepy about the game isn’t the faux guitar necks with the color-coded digital frets (that’s just rock-by-number). It isn’t even the waxworks avatars (though they are certainly ghoulish). No, what’s creepy about it is its cynical, paint-by-number rendering of sixties counterculture, from, progressively, the Ed Sullivan go-go soundstage to the trippy mindscapes of psychedelia to the flowerchild fields of the hippies.
Carr’s critique is expected, but worth paying attention to. After all, besides Carr’s usual intelligence, it articulates a fundamental fear about video games: if games are about recreating experiences, what happens when they recreate pivotal cultural symbols or events? Do they cheapen them? Do they do away with either their cultural significance or intellectual rigour? What exactly is at stake in virtual representations of culture?
In a loose sense, Carr’s concerns are akin to Plato’s in Republic. Moving away from an original in a way that reduces certain valued qualities – here, originality, rigour – is a kind of corruption. The distinction at work is between, on one hand, creativity and counter-cultural rebellion, and on the other, the mindless repetition of music and consumerism. In order to argue this, Carr has to assume this: video games are attempts to replicate the things they depict. That point is up for debate.
When Plato proposed the poets and their imperfect imitations be banished from the ideal state, Aristotle responded by suggesting that the purpose of artistic imitation wasn’t to simply replicate something, but was to recreate and stage stories so that we might learn both how to live and how not to live, while purging emotions in a safe and healthy way. Imitation was good because experiencing it made you a better person.
An argument about video games works in an analogous fashion. Video games only attempt to replicate their aesthetic or mimetic content; the mechanics of game are somewhat different realm. When a video game presents a battle or a sporting match, the point isn’t so much to recreate an event as it is the rules of the event. As I’ve argued previously: create a world; set its rules; let the player create their experience within that arena of action. It’s a system that video game theorist Gonzalo Frasca has called ‘simulation’, as a distinctly separate field from ‘representation’ (imitation, mimesis) or music. Rather than attempting to recreate or simplify musicianship, games like Rock Band and Guitar Hero attempt to produce their own set of mechanics and rules in order to create their own unique experience. To put it simply, the point of Rock Band isn’t to recreate being musician – it’s to play Rock Band.
But it’s not quite as straightforward as that, is it? After all, a good deal of the cultural force behind video games stems from precisely how they create fantasy spaces to act out culturally significant tropes and symbols. What is the appeal of the World War II shooter if not making you feel like ‘you’re right there’? Though games do not simply depict these important things, whether famous wars or everyday actions, they do constantly refer and point to them. It’s too easy to say that ‘games are their own thing’ and not take this into account.
—–
A few months ago, I was chatting about this to a friend while sharing some beer on his deck. This is something we do often – lazily shifting between topics of academic fascination while slowly getting buzzed. This time round, I was suggesting that we needed a word – one better than ‘simulation’ – to denote how video games didn’t simply recreate the objects and spaces they showed, but set up a world and rules for their own kind of creation.
Because literature people so frequently talk about the prefix ‘re-’ in ‘representation’ – that little gap that reminds us of the fictiveness of literature, film etc. – I suggested the counter-intuitive term ‘resimulation’ to refer to the same gap in video game depictions of real-world things. My friend’s lightning quick response? “How is that different from the simulacrum? Isn’t that kind of repetition of things in the world exactly what we don’t want games to do?”.
It was a good point. If the power of games lies in their creative capacity, then maybe a term that seemed to further connote repetition and corruption was the wrong one. Rather than the kind of creativity and uniqueness of video games, to resimulate something seemed instead to suggest one was simply ‘acting it out again’. It’s like playing a famous football game in the Madden series simply so that one can repeat it; it’s nostalgia, rather than creativity, and importantly, it’s about culture and representation, not gameplay, or what game theorists call the ludological aspects of play – the theoretical term for how games work by rules of play and simulation rather than by the rules we use to approach literature and film.
Not to be proven wrong again – which happens all too often when you have very smart friends – I took what seemed like a half-hearted stab: “Okay, what about presimulation?”. “Huh,” my friend replied. And as we hashed it out a bit, it wasn’t as bad as it initially sounded. After all, if resimulation is the tendency in games to repeat and act out common aspects of culture, then presimulation refers to the potential in game worlds: to presimulate is to set up a world with its rules precisely so you don’t repeat something, but create your own experience. It still refers to things in the world, but does so in a way that isn’t about imitation, but setting up an arena for possible action. You don’t exactly know what’s coming next; you’re ‘before’ the simulation has taken place, and in a sense, you always will be.
And as I’ve thought about this over the past few months, what I’ve realised is that it’s not that good games are ‘presimulative, creative and open, and bad games are ‘resimulative’, linear, closed and mindless; quite to the contrary, it’s that all games contain both presimulative and resimulative aspects, traits that respectively are about the creativity of play and the force and weight of those symbols and events that are culturally significant.
To give an example, the standard ‘war game’ suffices. Take a Call of Duty title and you will find aspects that are resimulative, that repeat both historical events and their cultural underpinnings. The games beckon you to repeat the tropes of our cultural past, from definitions of gender, to ideas about the nation, to an evaluation of war and nobility. Its presimulative aspects, however, are the things the resist the neat repetition of a historical narrative, i.e. the manner in which the player both decides his or her path (to some extent), but more importantly, the way in which the minute, second-to-second experience of the game while sitting in your living room produces a distinct, unique effect, one that is as productive and creative as it is reactive and resimulative. Perhaps the best example of this was the parent who insisted that if his son wanted to play Call of Duty, he had to do so according to the Geneva Conventions. Because the resimulative aspects of a game push you one way, doesn’t mean you can’t push back.
—–
So. After all that, it’s time to return to the question: what is at stake when video games represents not just blocks and shapes, but culture? Well, to me it’s this: video games always-already are capable of reaffirming or challenging their cultural underpinnings. By both asking you the player to repeat certain aspects of culture and produce your own experience of it, video games neither denigrate forms they riff on nor celebrate or elevate them. As a cultural form, video games always have the potential to do both, and one is left looking at them on a title-by-title basis to examine how, through a combination of both mechanics and aesthetics, individual games relate to ‘culture’.
In my mind, this reframes the debate about TB:BR. To say that it is a corruption of musicianship is to miss the experiential and formal uniqueness of video games – their presimulative aspect. But Carr argues that TB:BR also corrupts the counter-cultural message of The Beatles because it renders their images in them frame of a consumerist video game. Before responding to that, I think that at this point, it’s worth noting the The Beatles have sold 2 billion albums (no, that’s not a typo) and that whatever their counter-cultural impact was, it died and was co-opted long before Rock Band was created – or, for that matter, before I was in the late seventies.
But in some ways, I still agree with Carr. Why? Well, to me, the ‘resimulative’ danger of TB:BR isn’t that it co-opts the counter-cultural potential of the The Beatles – it’s that it acts out the same corruption to which The Beatles were themselves a part. Here is our aesthetic of counter-culture – now go lavish in it and enjoy yourself. Whatever The Beatles may have been able to achieve in taking resistance and making it mainstream, rebellion has long been taken over by the mechanisms of late capitalism and consumerism in which the signs of resistance become yet more things up for sale in the marketplace. Even though Rock Band is a great way for people to engage with the music, the best we can hope for is that people new to the music will enjoy it. No-one, as a result, will really consider ‘giving peace a chance’ – or, more importantly, question the vapidity of the message in the first place.
Still, it’s important to note that there is nothing about it being a video game that necessitates this result. Instead, it’s precisely the lack of a video-game-specific approach to the cultural impact of the The Beatles that has rendered TB:BR impotent. More specifically, it’s the lack of a presimulative way to experience The Beatles that reduces the counter-cultural potential of TB:BR.
While I firmly believe music games are an amazing way for people to newly relate to music, little about the kind of ludological satisfaction of repeating a song, even in this new form, will bridge the formal specificities of video games and cultural significance in ‘the real world’. The game will simply celebrate the aesthetics of an overused and tired cultural symbol. The Beatles: Rock Band, if it ever had anything to do with counter-culture, fails at it not because it is a video game, but because it isn’t enough of one.
—–
* Of course, video games already are culturally significant; it’s just that there’s a large part of the mainstream, NYT/Globe and Mail reading public who don’t (or aren’t willing) to believe they are.





