The work of art in the age of mechanical reproduction. Part 17

In this episode we’re writing the last chapter of Walter Benjamins 1935 essay “The work of art in the age of mechanical reproduction,” as translated by Andy Blunden. Once we’re done with this chapter, only the epilogue remains. This episode is rather long and clocks in at around one hour, so you might want to prepare for taking a break halfway.

By now you know the drill, and hopefully you’re feeling more confident of your ability to write art theory. Good on you! If you have any questions or comments, please get in touch.

Compelling narratives.

Thomas Bey William Bailey over at Vague Terrain has an analysis of Modern Warfare 2. It’s a bit too uptight for my taste, but it balances the lavish superlatives I’ve heaped on the game quite nicely. His objection is that because of the extremely compelling narrative of games like these, we’re fed a bunch of propaganda and taught a manufactured history of the world. This is completely true. Thomas critiques isn’t limited to this game but rather highlights the possibilities for nefarious uses which the medium can be put to. The FPS Americas Army is in its third iteration, and they have spun it off into a graphic novel as well — the first story unironically entitled Knowledge is Power — but they get a free pass since it’s an obvious recruitment tool for the US army.

As Walter Benjamin mentions (in an essay you might have noticed lately) film, like architecture, is an art form which you learn to appreciate by habit and osmosis, rather than contemplation. Computer games have the grandiose scenarious of movies, as well as the tactility of architecture (since you’re able to navigate the world and develop an appreciation of the physics of the place.) so they really act as a multiplier of knowledge and narrative. (Regardless of their relationship to fact, mind you)

The exciting thing with photo-realistic games isn’t that we might end up with a Matrix-like scenario where we won’t be able to distinguish between ‘reality’ and ‘not-reality’ but that our memories of events will be messed up. Are you remembering something which you experienced in the ‘real world’ or the surreal world? We don’t have to mess up our physical perception of things for this technology to be scary, only our remembrance of things. Look at how much importance we place on photography as an external memory, and multiply that.

I know that I have created historical narratives based on nothing else than the tech tree in Civilization, so obviously I give more credence to a story than to static statements of fact; And since we experience the stories of computer games first hand, we might absorb the sentiments expressed even more readily. MW2 is a kick-ass game exactly because it fits within the narrative which the West has spun, and which countless action movies has reinforced — it’s “as close to reality as you get” exactly because it’s a narrative which is fictionalized from start to finish.

To paraphrase: Guns don’t kill people. People who live in a world where guns are seen as necessary responses to certain crises, kill people. Political action is necessary if we’d like to change the story, and it would be awesome if computer games could be a change for good, instead of only mirroring an already dominant narrative of how the world works and who we are as humans.

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A more upbeat rider to this story comes from the podcasting world, where fictional parallel universes are less flat and predictable than in MW2:

Myke Bartlet has continued writing and podcasting stories in the Salmon & Dusk universe. The latest short story, Yesterday came too soon, is a nice introduction to his stuff if you don’t feel like starting on a longer series. As previously mentioned, Mykes reading is half the enjoyment of his podcast, not cause the stories are so-so, but cause his tempo and timbre is excellent. Go listen.

The work of art in the age of mechanical reproduction. Part 16

In this episode we write chapter 14 of Walter Benjamins essay “The work of art in the age of mechanical reproduction” as it’s translated by Andy Blunden. Your writing speed and confidence ought to have increased by now, and if you set out to learn how to write art theory I hope that you feel that our time together has been well spent so far. If you’re just joining us, I recommend that you stop this video and go to the first episode; Learning how to write art theory is hard work, and jumping in at the end will only frustrate you.

The work of art in the age of mechanical reproduction. Part 15

Welcome to the fifteenth episode of this series, where we try to learn how to write art theory using Walter Benjamins 1935 essay “The work of art in the age of mechanical reproduction,” translated by Andy Blunden.

In less than one hour we go through chapter thirteen of the essay. If this is the first episode that you watch, please go back and review the previous ones before embarking on this one. As usual, you might want to warm up your wrist. Questions and comment are welcome here.

Fabbulousness and the taste of masses.

Bruce Sterling allowed Starship Sofa to podcast his novella The Kiosk the other day, and it’s two hours well spent if you’re in the least interested in the (possible) disruptive tendencies of fabbing and rapid manufacturing. Go listen to it before it disappears, then come back here. (You can skip the first ten minutes to get to the story)

Skip the first ten or so minutes, which are of more interest to sci-fi people rather than you, and take notes on which predictions you agree with. Having listened to the story, I had to remind myself that rapid prototyping is still in its infancy and not a foregone conclusion, lest I give up on it in favour of something more bleeding edge.

The work of art in the age of mechanical reproduction. Part 14

Part 14 of the series “How to write like Walter Benjamin” covers chapter 12 of the essey “The work of art in the age of mechnical reproduction” and we blaze through it in less than 40 minutes. As usual, if you haven’t seen the previous episodes, I urge you do that, since there are no shortcuts in learning how to write art theory, only hard work.

Warm up your wrist, settle down comfortably, and follow along as we dig in on the last third of our series. The end is nigh, but in a good way, so I hope that you take on the challenge with gusto! Should this or any other episode stump you in any way, don’t hesitate to get in touch. Enjoy!

The work of art in the age of mechanical reproduction. Part 13

Part thirteen of the series, covering chapter 11 of Walter Benjamins essay. How to write like Walter Benjamin is a primer intended to help you write proper art theory, and if this is the first episode that you’re watching, I really recommend you to go back to the beginning and start there. If you’re writing by hand you ought to warm up before starting to write proper, and if you haven’t already, download the Andy Blunden translation which we’re using here; It’ll allow you to write at your own pace, should you find my tempo not suiting you.

The work of art in the age of mechanical reproduction. Part 12

Welcome to part twelve of “How to write like Walter Benjamin,” a series intended to help you to learn how to write proper art theory, using Walter Benjamins 1935 essay “The work of art in the age of mechanical reproduction” in the Andy Blunden translation.

Chapter 10 clocks in at less than one hour, despite being a good bit longer than the previous chapter. If you haven’t done the previous tutorials, I recommend you to check those out before coming back to this one, especially as we’re getting into the home stretch of the essay, and those of you who’ve followed along should be rather comfortable with the exercise by now.

Day of the Triffids: Post-apocalypse made for TV

A while back I read The day of the triffids, a 1951 novel by John Wyndham. It’s a post-apocalyptic tale where one accident leads to another: A cosmic light blinds the majority of the worlds population, and the poisonous, ambulating, and possibly intelligent plants which are being harvested for oil — the eponymous triffids — escape from captivity. So let’s loose a bunch of murderous plants on a blind humanity, leaving the few remaining sighted to help or ignore the suffering. Aaaand, action!

The book starts with Bill Masen waking up in his hospital bed, where he’s been treated for a triffid sting to his eyes. His head is bandaged, so he is unable to see the global borealis which almost everyone else is watching. As luck would have it, this spares his vision, and when the next day neither nurse nor doctor check in on him, he removes his dressing and discovers that everyone is blind but he. In the book, the panic that our protagonist feels is overwhelming, and I found myself mirroring Masens fright at things going bump in the night.

Much like in a zombie story, the humans who have been afflicted walk with outstretched arms, grasping for the non-affected; Wyndham might not have enjoyed killing off civilisation as we know it, but he sure enjoys traumatising his characters:

What was going on was a grim business without chivalry, with no give, and all take, about it. A man bumping into another and feeling that he carried a parcel would snatch it and duck away, on the chance that it contained something to eat, while the loser clutched furiously at the air or hit out indiscriminately. Once I had to step hurriedly aside to avoid being knocked down by an elderly man who darted into the roadway with no care for possible obstacles. His expression was vastly cunning, and he clutched avariciously to his chest two cans of red paint. On a corner my way was blocked by a group almost weeping with frustration over a bewildered child who could see but was just too young to understand what they wanted of it.

As it happens, BBC chose to interpret the book in a two part miniseries, and I had the first episode with breakfast. So far, it’s not all that impressive; The cold war story has become one of nature striking back, and man’s inhumanity to man is business as usual with some people being douche bags. Most of the immense tragedy — millions of Londoners blinded, fighting for food, reassuring their children — is almost glossed over.

No problem in the adaptation seems so big that it can’t be reasoned about; The sense of despair which enthralls the reader is missing, substituted with interpersonal disputes. The actors are more or less convincing, but the script lets them down. Eddie Izzard plays the evil guy, who appears in the book as a fascist character late in the story, but here is an egotistic opportunist, and the main foil for our dislike. We are left not judging the everyday humans who try their best but fail, but Izzards character Terrance who is stopping them from doing their best for his own selfish ends. The triffids become a backdrop in front of which Terrance and Bill fight over the girl, the bereaved radio journalist Jo Playton. The apocalypse happened and the guys are comparing dicks.

The most surprising anti-hero is played by Jason Priestly of 90210 fame, as a brash American who kidnaps the sighted so that they can guide the blind. At the end of the first episode he is redeemed and the audience no longer has to wonder if he’s a good guy or a bad guy. So despite good acting, there’s so little faith in the audience that the story of disaster and new beginnings, becomes one of action and getting the girl.

Of course it’s much more difficult to show someone’s internal struggle on the screen, where you can’t supplement it with your own imagination, but lets draw comparisons with another post-apocalyptic movie: In 28 weeks later there’s a scene where a main character abandons his wife, believing that she’s lost to the zombies. We see him run away from the house where she’s trapped, and he’s sobbing until out of breath — from fright of the zombies, his impotence in the face of the threat, his guilt over the abandon, his grief at losing his wife — leaving us not only conflicted about the moral correctness of his actions, but also with an understanding that there’s a limit to the human reasoning we can marshal under extreme circumstances.

Also, if you’re partial to graphic novels, you might have already heard of Walking Dead, which captures human emotions far better than either 28 days/weeks later or this adaptation of Day of the triffids.

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Update: Part two was crap. The story jumped in time, seemed to skip most of the character developement which might have explained what the hell people are doing — Hey, he’s alive! He’s dead! I don’t trust them! I trust them! —  and hopped from one action sequence to another, lest the audience lose interest. Even if you don’t compare it to the original story, this is just shit storytelling, despite some good acting. Booh!

The work of art in the age of mechanical reproduction. Part 11

Chapter nine of “The work of art in the age of mechanical reproduction” is somewhat longer than the previous one, so prepare for an hours worth of writing art theory! If you are just joining us, please start the course from the beginning; It will do you no good to drop in at this point.

We’re past the halfway mark of this tutorial series, and by now you ought to feel that writing like Walter Benjamin comes easier to you. If you’re still struggling, don’t worry about it — writing art theory is hard work and you might not get it right the first time. Revisit those episodes which give you grief, and you will soon find that studious attention will do wonders for your skill.