There is a character in Sandman who gets to the point where he has so many ideas in his head that he can’t write them out, or express them, fast enough. In my case, I have all of these ideas and they each vie to be worked on first: using the energy that I have to focus on one at a time. You know: that energy. It is the energy of vital immediacy and enthusiasm.
The way I think of it, each idea is like a facet of some interesting inorganic material or small components of living substances that need the immediate energy that is inside you to develop them further: to give them the spark of life and order.
And while I do believe in multitasking, it is far easier to multitask when you are doing several different things as opposed to many of the same. At least, that is what I find for myself. I will also admit that there are times when it is more ideal to be able to make the space and time for one particular task as opposed to several others at once.
Of course, there is the other side to it as well. There are the ideas that need time to grow, or those that remain in a kind of fossilization or stasis until enough future energy and knowledge is built up in order to activate it later on. Which brings me to something else I’ve been thinking about lately.
I think one difficulty that I have as a creator is that my mind acts as a kind of cache: I have all of these ideas that I either need to use, save somewhere else in the hopes that they will be activated again one day, or discard completely. If I have too many ideas that I want to work on immediately, I will either slow down or get paralyzed. It also doesn’t help that I have lately been trying to focus on works to send out to places instead of the larger work that my mind is slowly gravitating towards: regardless of my wishes in the matter.
It does help when I look at the articles and stories that I write on this Blog. I think of them as not only vessels to contain my ideas, but also as “dress rehearsals”: practice sessions of stories that will either become other stories or whose ideas will be added to make something larger and more complex.
Mythic Bios was intended to not only hone my ideas down and let me express and make things I wouldn’t ordinarily have a space for, but to let all of you also get to see as much of the process as possible. I don’t know how successful that might be, but that was the idea anyway. It also occurs to me that once I write my insights about writing and specific works, I tend to forget about them beyond the gist of them. I do classify them to look at later, but I need to find the time to do that.
But I do think I am on to something here and there will be something larger made as a result of all of this: if there isn’t already in some form. Anyway, this is the end of my “thinking to myself” phase online. I will keep you posted, if you will pardon the pun. ;P
I know the above title is a low blow for attention, but I really couldn’t resist.
Whenever I write something on Mythic Bios, I try to make the language and the content as accessible as possible. I know I don’t always succeed, but in the case that I don’t my hope is that I have a little something for everyone that I am also interested in writing about.
In my later years in high school and throughout my early years at University I was really interested in Philosophy. I liked writing that made me think and that also played around with ideas of varying kinds with regards to, well, pretty much existence. But even then, before I realized how didactic–how dry and rambling it could get–I had one other issue with Philosophy and texts that purported to be as such.
Sometimes, they would reference subject matter that I wouldn’t understand or, in my case even worse, begin to quote a language of what I was not at all familiar. And it annoyed me. A lot. To be honest, it still does.
Philosophical texts are not the only culprit in this non-crime of course. Many literary classics–novels–do this exact same thing: at least from the Modernist era. And, finally, there are comics that do the exact same thing from time to time. Take Alan Moore for instance. Alan Moore is a genius. He creates multi-layered plots that start off very slowly but ultimately become very epic and grandiose. And even though his characters have tended to lean towards the cynical side of humanity, his characterization is very human and excellent.
But I will tell you now: when he has whole passages of From Hell and Lost Girls in German, or I believe Punjabi in The League of Extraordinary Gentlemen: 1910, or even … freaking Martian in the second Volume of The League I start to get … annoyed.
Don’t misunderstand: I like the authenticity he brings to the characters and the fact that you can clearly see how his well-read nature and research is paying off in the background. Now I am not just talking about his appropriate use of other languages, but his many, many literary and historical references that make me feel very under-read as a reader and overwhelmed as a writer. He simply makes so many references and allusions that I can’t always keep track of them, or even know what they are. I can see how other people would really have difficulty relating to this. I guess it’s like what Austrian Emperor Joseph the Second purportedly once told Mozart: that his work has “too many notes.”
I know that when he has used other languages, I feel a bit … cheated: because I want to know what the hell the characters are saying! It’s that simple. Likewise, I want to get all the references. I’m greedy like that and it feels like I’ve reached a certain level of understanding, and then I hit a wall.
A language is another perception of reality. Really, another language is a different world. This leads me to the other perspective on the matter. Anna Anthropy has said a few times that one of the issues with regards to video games is the very exclusive culture or subculture that has developed around them. More specifically, she talks about how video game design and dialogue around it becomes this interaction of in-jokes and references that people outside the circle do not always get. I would imagine that this is something, especially with regards to games as an expression of art–of language–is something that Anthropy believes we should watch out for.
On the other hand, Anna Anthropy is also one of those who wants to allow for a different voice or perspective in the medium of video games. For Anthropy this seems to have been in the form of making games for different genders and practices outside what was–and still is–the social norm. Essentially, and others like her, use this chosen medium to subvert it and change it: to reveal its full potential through a new perspective.
Alan Moore did something very similar. He, and others like Will Eisner, took a medium that became very associated with superheroes and some two-dimensional character development and morality and injected a whole different kind of perspective into it: using comics to talk about scholarly, metaphysical, philosophical, sexual, and realistic matters as well as still telling a story. Eisner and Moore are known for bringing the idea of the novel to the comics form and–eventually–leading to a place where a larger audience could access and relate to the stories being made in this medium.
In a way, they were making a new language as all languages are made: through innovation of an older dialect.
Anna Anthropy seems to believe that video games still need to “grow up” and deal with these matters as well: with gender and sexuality and life experiences in an accessible way. And one of these ways is to make the audience for games grow by trying not to make so many exclusive references within a game’s structure. Geeks by their very nature are exclusive in that they tend to know many obscure facts and bits of knowledge and trivia, and I don’t think that is a bad thing.
But I would argue with Anna Anthropy–at least with regards to knowledge and not necessarily that sense of shared social experience–that if a player doesn’t understand one element in a game, there are resources online and elsewhere that they can access to understand what is going on. And I suppose that is why, with regards to Alan Moore, there are so many Annotations of his works out there. I do think that it is more than okay, especially with regards to continuity and art, to make references that a reader doesn’t always understand: provided that there is enough that they do understand and enough impetus for them to go and learn something new.
It is strange how my knee-jerk reaction to seeing other languages in a primarily English language comic is a feeling of exclusion and also this annoyance: as though the author is trying to be pretentious and show how smart they are instead of telling a story that I can relate to. Sometimes I feel it to be very elitist. This is the same with references at times. On the other hand, I know–especially with regards to the latter–that I do the same thing regardless of how well I might explain it, and that I should really take it as a challenge.
I don’t want to be talked down to, but I also don’t like it when things go over my head. And this is me as a reader and–as such–I need to keep it in mind as a writer too. I also, as I said, don’t always succeed.
I like to think that Alan Moore doesn’t write in different languages in his works for the sake of being clever, but he actually does it to keep his characters in character and to maintain a continuity in his world-building. Granted, he could <do what some other creators do and but triangular brackets around dialogue to indicate a different language like so>, or make a different font for those words, but it would not be the same. There is no real solution to that, I’m afraid: not for me anyway.
But there is something that my studies in Philosophy also taught me. Whenever I do come across things I don’t understand, as I said I look them up, or I try to find a speaker of the language. I can tell you that it was enjoyable having a German-speaking friend of mine translate some words to me as I typed them out to her so long ago. And when I don’t get a reference, I consider it a real challenge and it is like an easter-egg hunt that allows me to reread Alan Moore’s text and graphics all over again. And sometimes, I find something new I didn’t get in the first reading.
I would never bring up any of this at a signing–should Alan Moore ever come to Toronto one day and I can access the line–because that is not the time or the place. But I do have this place to talk about it. Alan Moore helped take a medium that people did not always take seriously and made it into some serious literature: and as long as “serious literature” is always questioned, always makes you think, and can function on its own merit– and can take you into another perspective–then it is definitely a past-time, and a calling, that I want to continue for my own: because there is always room for growth.
So hopefully this made sense. My Mythic Bios is another world itself and perhaps a language of differing ideas sometimes reaching critical mass, or becoming exercises in poetry. Or it’s that fine line between talking down, and or being the wind over someone’s scalp. I’ll leave that up to you, my awesome readers.
I’m not going to go into an indepth analysis and look at a particular Doctor Who episode. The fact is: it is an exhausting process and I know I will be missing something from it when I’m done. But there is one theme that has really caught my eye and is really, aside from the weird and zany adventures with elements of grandiosity the central focus of The Doctor as of right now.
The mystery of Clara Oswin Oswald or, in The Doctor’s own words, “The only mystery worth solving.”
So there we are. The scenario is already set and clear: as much as any Doctor Who plot really is. And now I am going to make a mythological allusion: mainly talking about what this quest and its potential results actually reminds me of. It is only fitting that in the last episode of Doctor Who “Hide,” that The Doctor said something to the effect that, “It isn’t a ghost story after all — it’s a love story.” And when he said, I said under my breath, “Yes, Doctor. It really is.”
So is the Myth of Psyche and Eros. There are many variations of the myth itself, but essentially what happens is that there is a princess named Psyche who–through various circumstances–ends up married to the love god Eros (or Cupid as he is better known): though she does not know this. In fact, until her fateful decision, she never even sees what he looks like. Not really. One of the admonitions that Cupid gives her, in fact, is that she is not allowed to look at him.
Don’t blink.
Of course, as I and many others have stated with regards to “The Snowmen,” this myth too sounds an awful lot like a fairytale: and indeed a lot of myths and parables in various ages do. There is always that one thing the character is told not to do, or is made difficult to find and of course–human and sentient nature being what it is–the character eventually seeks it out. As something of an aside, I also think it is very remarkable in that Psyche’s myth may be one of the few in existence where a mortal woman has a recognized heroic quest–complete with various tasks–in pursuing a male deity as opposed to the other way around.
Now, Psyche and The Doctor are not that alike at all. There are different circumstances, goals, influences, character genders, and fears involved on the surface. Psyche is “sacrificed” to a “dragon that harasses the world” due to a vision that an oracle gave her royal father of whom she would marry. There are gods involved. Cupid likes Psyche as well: after being sent to punish her by his mother Venus (the Roman Aphrodite). Psyche is relatively inexperienced with regards to the world and marriage. She is innocent. And it is only when others ask her who her husband is and if he is attempting to deceive her by masking his “hideousness” that she attempts to look at and potentially kill him if she doesn’t like what she sees. So literally, Psyche and Cupid, and The Doctor and Clara are entirely different situations.
Figuratively though …
The Doctor from the very beginning knows that there is something very odd about Clara Oswin Oswald. She should not exist. She was made into Dalek in “Asylum of the Daleks” and then she died, and then she was a Victorian governess in “The Snowmen” and also died. He then realizes that she can potentially exist in another timeline as the same person and species. There seem to be forces that are getting him to find her after some of his own recent losses. He is both fascinated and afraid to find the truth of her. Perhaps when, in “Hide,” the psychic tells Clara that The Doctor has “a sliver of ice in his heart” she is really saying that there has been so much grief that he has a certain level of objectivity and dispassion as a result of that. Remember, in “The Snowmen,” it was a Christmas episode with the TARDIS in the clouds and The Doctor living there away from all people. Even the interior of the TARDIS looks like a cold metal form of ice.
That “sliver” could be fear, but it may be one of those forces that influences him to “figure Clara out,” while trying to maintain a distance. At the same time, The Doctor always loves to solve mysteries and this is one he cannot resist for a variety of reasons: not the least of which being that this “mystery” seems to like him back. A lot. And there are gods involved in the Whovian Universe–although they are known as different things like Eternals, and “sun parasite-gods”–and The Doctor, like Psyche, has had some adventures into the Underworld: not the least of which being his Regenerations and some of the other places he has found himself in.
Psyche had a lantern and a knife to take with her into the Underworld. The Doctor has his own tool.
I do hope though–probably in vain–that this loose comparison ends here. That when The Doctor finds and brings the metaphorical lantern to see Clara in the darkness that, well … it doesn’t end as badly for him as it almost did with Psyche. But knowing The Doctor’s track record and what the Universe likes to do to him: I am a bit concerned.
Because Clara could be a lot of things. She could be, as some fans have posited, The Dalek Emperor reformed by Rose as the incarnation of the Bad Wolf to be a companion for The Doctor as she predicted her importance and absence from his life in that brief time she absorbed The Heart of the TARDIS. She could be a Dalek or alien-made replicant. Maybe she is another aspect of The Great Intelligence. She could also be an avatar of the returning Eternals for all we know. She could also be Romana: the Time Lady that The Doctor once spent considerable time with. Or, when The Master was disintegrating towards his confrontation with the Time Lords, the resulting closure of the time-warp could have fractured and Regenerated him into a new form existing throughout time and space: and we know now that Time Lords can change sex and gender.
Or, much worse:
Clara Oswin Oswald could very just well be Clara Oswin Oswald in the way that she is–human–and existing in different time periods and places. And by dissecting her mystery, The Doctor could drive her away from him and leave him right back where he started. Alone.
And then maybe he will search for her, as Psyche did Cupid, and go through another adventure or so. Or may be I am just reading too much into this. Perhaps that “sliver of ice” might grow again into something more awful in that isolation. We all know that The Doctor cannot be alone for too long. And imagining that shard of ice becoming a glacial heart within the being of The Valeyard … is not too far off the mark when you wonder just how much more hearts-break can The Doctor take before he completely loses it.
Of course, this is as always mere conjecture and as Doctor Who stories go, it will be something completely unexpected. But The Doctor might want to remember something else. As Neil Gaiman has written in Sandman, there is a difference between a secret and a mystery. A secret is a truth that is waiting to reveal itself. A mystery is something–or in this case someone–that just is. And I hope more than anything that he takes a mystery to be someone and gets to know Clara as she is and that the beautiful knowledge of it does not destroy him and leave him alone in the ashes.
ETA: As an aside, the following is a teaser photo from the episode “Journey to the Centre of the TARDIS.” I’ll bet you all Whovians will want to read this.
It’s too bad it probably won’t be in chronological order.
So I’ve been commenting on some Star Wars news and rumours lately. And it has gotten me to thinking–thinking long and hard–about some issues: specifically about the nature of the Saga as an epic structure, the Expanded Universe, and what I want in the former.
The reason I’ve started writing about Star Wars again–and anyone who knows me is aware that it doesn’t take much to get me to go on about it–is that I became aware of a particular rumour circling around about the existence of Star Wars: Reclamation: essentially what seems to be an animated tie-in into the Episode VII is that is scheduled to happen in 2015. Now, I’m not going to argue whether or not this is legitimate or if it is a hoax, or one of many projects that Disney effectively cancelled by closing down LucasArts not so long ago, but the prospect of it is very fascinating.
Think about it. We have no idea what the next Star Wars film is going to even be like. There are, again, some rumours but nothing definite.
Which brings me to my first point.
Star Wars is a space opera. There is music, there are opening scenes, clearly delineated heroes and villains and all those who fall in-between, epic battles, moments of levity, romance, and tragedy. In fact, most classical operas can–arguably–be divided into the genres of romance and tragedy if you really think about it. Romance in itself is not merely about love, but also the sublime and grandiose in nature. It is a great epic adventure that encompasses many elements: especially the mystery of existence. Tragedy can also arguably have these traits, but there is usually a very clear circular arc in the Classical sense: the hero begins from nothing, becomes great, and through some fatal flaw–hamartia as the Greek word goes–the hero gives into hubris and falls: and falls hard. This is also known as a reversal of fortune.
I would therefore argue that the Star Wars Prequels–in terms of thematic structure–are a great big space tragedy: take from that statement what you will. However I know that when I am watching or reading something and I know that many of the characters I see will eventually die, it is kind of hard to really get attached to them or any of the events that are going on. I mean, that has always been my issue with the Prequels and The Clone Wars cartoons: I just see that every struggle is essentially engineered by Palpatine and it just … cheapened it for me. But if you view these adventures as the ancient Greeks might have known tragedy–because every legend and myth that was adapted into tragedy was already known to the audience and were therefore judged by the skill of the playwright–then I can see the allure.
But I guess it doesn’t help that I: (1) Read the EU books and (2) believe that the plot and some of the characters in the Prequels and Clone Wars were not given as much depth as they deserved: though granted I did not see many of the latter cartoons. Now I want to talk about some other influences on Star Wars with regards to “space” and “opera”: and how this influences what I want to see in the Saga.
When I talk about space operas there is also the science-fiction adventure genre to consider. You know: that Sunday matinee serialization of different episodes that people in the 1950s or so would watch. I always like to bring up the fact that Flash Gordon and Buck Rogers influenced George Lucas a lot in creating Star Wars. You can read the posts, I won’t repeat them. But these particular science fiction adventure stories also leave their mark on Star Wars in another way: one that channels an even older idea.
This idea is that of redemption. It is redemption that really stands out in the Star Wars Saga. If the Prequels were a tragic and angst-filled arc, then the Old Trilogy was arguably an adventurous and redemptive arc.
I can argue that while hubris is more of a human trait, redemption is as mysterious as the Force itself. There is so much of the romantic, the sublime, and the grand adventure in the Old Trilogy–of things we didn’t know–and it just opens a path to seemingly limitless vistas: much akin to that sense of wonder that existed in the science-adventures of George Lucas’ youth and so much more. After all: who could see the villain becoming, for one brief moment, the hero: someone to be both pitied and respected? Yes, it was a twist moment and some people probably predicted something like it, but it was magical: just as what happened afterwards.
Now let me get back to the other matter: the Expanded Universe after the Old Trilogy. I’m not going to lie. I know that many of the stories in the EU–with some exceptions–are pretty inconsistent in themselves and aren’t always on par with what I liked about the Old Trilogy. That much I can personally can let go.
But I’m also going to make another admission. After the publication of Timothy Zahn’s Thrawn Duology, I stopped really reading the Star Wars EU. I think the biggest mistake was the fact that instead of continuing with what that galaxy contained–instead of bringing back the Sith or a Dark Side threat after the peace treaty with the Imperial Remnant, the authors introduced the Yuuzhan Vong: some extra-galactic sadomasochistic warriors using bio-technology and hating machines. As far as I am concerned, that was the beginning of the end of the EU for me and it only got worse when they tried to introduce the Dark Side in some of the most plot-contrived ways I’d ever seen it.
In the end, they killed at least two of the most interesting characters in the Expanded Universe–Jacen Solo and Mara Jade–with the former killing the latter and becoming a half-assed Sith Lord–and the series and what came after it became progressively darker. It is like the criticism that some people have for comics nowadays: that writers are just copying the grit and darkness of larger story arcs before them. But instead of it being comics makers of DC and such imitating Alan Moore and Frank Miller without their nuances, it is writers working with LucasBooks who imitated the darkness of the Prequels: pieces that at least had structural nuances. The mysteries just became contrived and it became all about the angst: all about the tragedy and an attempt to make something epic out of nothing.
It seriously made me just want to quote Lando and say, “This deal is getting worse all the time.” To be fair, I know that the Sith were supposed to be incorporated into the EU earlier, but apparently LucasFilms had issue with that: probably because of the development of the Prequels at the time. Also, George Lucas generally did his own thing, didn’t pay much attention to the EU, and many of these writers always had to “tow the line” as it were with regards to what innovation they could bring to the stories set in Lucas’ universe.
Really, here is what I want to say as succinctly as possible. If there is something like Star Wars: Reclamation–and that title is fitting on so many different levels–then so be it. I wouldn’t mind seeing most of the Expanded Universe rebooted: or at least given an alternative series of stories as they are doing with The Star Wars comic based on the rough draft of the original film script.
Really, the only elements I would miss about the EU as it is now would be the Legacy comics, Mara Jade, the Solo children, Republic Commando, X-Wing, Wraith Squadron and Grand Admiral Thrawn and friends. The rest of it was pretty mediocre in retrospect. I also really don’t like how Luke settled to be another Old Guard when he had so much potential to become something more.
In some ways, the fact that Disney stopped production of Clone Wars and many of the video games–which I feel are rehashings of old ideas and cycles–may be one of its best decisions yet. Even Star Wars 1313, for all of its excellent graphics and the idea that you are not playing as a Force-user, looked like it was just going to be a shooter game set in the Star Wars Universe: and there are so many shooter games out there already.
It all kind of reminds me of how, when something doesn’t work for me anymore, I just destroy it and start from scratch. I am that scarily absolutist when I am driven to that point. My only regret is, aside from potentially losing some characters I did grow attached to, that this is the closest we will ever get to seeing a Star Wars reboot: the best being a silence about the Prequels or anything to do with them after this.
But I am also skeptical about what might be going on. Even if you look at that Reclamation script excerpt you will notice that certain species from the Expanded Universe still exist. This is also assuming the script is legitimate and will survive the light of day. I am however really leery of the fact that Disney closed LucasArts down and and laid off many of their employees: whatever Kotaku and other sources might be saying about its productivity level. It could be that they are, as they say, focusing all of their talent on the future of Star Wars–which theoretically sounds ideal–but I have to wonder about that.
In fact, the very title of this article is a misnomer on my part. I mean, how can any outside party “reclaim” something that wasn’t originally even theirs?
I know it seems like I am saying a lot of things at the same time. And I am. But here is what it comes down to me for me: I am willing to see a lot of the EU disappear–or be placed into an “Old Expanded Universe”–so that something can be created that will need to something potentially new and good. Ideally, I would like to see the Prequels and Clone Wars disappear or change too: leaving only Legacy, The Old Republic, and Tales of the Jedi and other such more “ancient” stories in the Star Wars EU intact. But that is too idealistic for my own good.
I also realize I have gotten a lot more cynical in my old-age of thirty-one. Once, I would never have even considered wanting the EU to be gone or changed. I was just as much into continuity as anyone. To an extent I still am. Tragedy and angst have their place, but I want to see so much more now. I am not completely all Crisis on Infinite Earths DC where I want to see it all burn–much–but just like the viewers of the old days and their adventure serials I do want to anticipate what will happen next as opposed to the minutiae of what is already going to happen. I want to see alternate avenues, new mysteries, and characters that could go anywhere and whose futures are not seen as written yet: new adventures with depth, romance, and wonder.
That is ultimately what “Long, long ago in a Galaxy far, far away” means to me.
I want wonder, and something to look forward to.
ETA: Disney has very recently announced that they plan to release a Star Wars film every summer after the release of Episode VII. Now, the idea is that each film will be a spin-off movie aside from the main Episodes. These are more in line in some ways with the old science-adventure serials of the 50s: in that there are more of them. Now whether they will incorporate some of the EU into their creation, or make a whole other alternate story with them from the books and literature that exist is another matter entirely. And really interesting for it. Limitless horizons indeed.
ETA: According to a LucasFilm spokesperson, Star Wars: Reclamation is not real. This does not surprise me, but at least it made for a good title to my post.
I will say here, off the bat, that there are some video game and article links below that can be construed as Not Safe For Work. Player’s discretion is advised, though enthusiasm is also encouraged. I am also hoping that I can communicate and do justice to these ideas and some of my own creative license as best I can.
I’m not sure how I first met Anna Anthropy. Actually, that is not entirely true. I do remember first being introduced to her when I discovered Rise of the Video Game Zinesters: though how I came across that book to begin with is a memory now lost to time.
I did plan to buy that book eventually, but then life got in the way. One day, after a series of insane events, I found myself brought to the 2012 CanZine Toronto Event by some friends who thought I needed to see it: and I did. What I didn’t know, or what didn’t really bridge the cognitive dissonance in my head was that Anna Anthropy was there with her partner Daphny David and that they were selling the very book that I had been so interested in.
I’m going to admit that I felt sad, but I was still getting used to that endless process of being social again that I tend to find myself in and by the time I realized that they had been there, it was too late. So I bought the book for myself later instead.
There are many very good reviews that detail what the contents of the book were about: how it worked, how it possibly didn’t, and all of those various details. But there were a few things that stuck out at me. The main message that I got from Rise of the Video Game Zinesters was that Anna Anthropy wants there to be more accessible technology and means for anyone to create a video game. My younger self, the boy that really wanted to make games, would have totally agreed with this concept: even if he didn’t have the knowledge at the time to understand many of the other details surrounding it.
Essentially, Anna Anthropy wants there to be a means for a game-making technology or software–a manifestation of communication and language–that is easily accessible for anyone to use for the purpose of, well, making games and creating ideas. Or taking names and kicking ass: whichever definition you prefer. Of course, there is more than that. The idea is that by having different people of different backgrounds, social classes, career-paths, sexual and gender orientations, queerness, life practices, and a wide gamut of humanity that does not necessarily understand coding you can vary up the content and the gaming experience of a game without an industry-ruled homogeneity: where plots and stereotypes are recycled to keep a sure profit.
It is a very seductive idea. Anthropy compares this “much needed” product and the mindset behind it to the creation of the printing press in Renaissance Europe: thus freeing the production of literary articles from the Catholic Church’s scribes and making them accessible to everyone. The fact that the printing press allowed for religious texts to be made with vernacular language–the words of the everyday layperson–instead of a Latin known only to nobles, priests, and scholars is probably an analogy not lost on Anthropy when she brought up the image to begin with when you consider that she looks at games as a language that all men, women, humans, and other sentient beings should be able to relate and have access to.
She also briefly looks at the history of game-making itself and equates video game development with the earliest forms of games: with symbolic piece and board games, carnival games, arcades, all the way to modern board games and more miniaturized computer games. In addition, Anthropy makes a very compelling case as to how video games were and are in the providence of an elite minority: that it was male computer programmer students and the academy that developed code and the games that came from it. Yet it is also clear that there are changes that are–and have been–in the works to that regard.
I’ll tell right off, as some other reviewers of Anna Anthropy’s work have mentioned, I don’t always agree with what she says but she makes some very intriguing observations. There is one point in particular that sticks out at me. Anthropy writes that a single game creator in sole control of their project can make a much more focused and more personal form of art–a game–than a large team of staff members can. I don’t know if I am articulating that thought as thoroughly as I should, but that is what I got from that. What I find really interesting is that Will Eisner, in his book Comics and Sequential Art, also makes a very similar statement with regards to the development of the comics medium and storytelling within it. These are two different mediums, both of which had to fight to gain recognition as a legitimate medium, yet it is really fascinating how two of their advocates come to similar conclusions.
Eisner did mention, however, that there was nothing wrong with a collaboration between two or more artists on a work. Indeed, in his book Graphic Storytelling he goes into a lot more detail with regards to that. And even Anna Anthropy, in her book, mentions that she is writing the book not merely for game creators but for anyone: writer or scholar that is fascinated with her topic. It should also be noted that Anna Anthropy has collaborated with a few other artists in her own works: such as the fun and frustrating Lesbian Spider-Queens From Mars, the very personal and visceral Dys4ia, and the thought provoking puzzle game Triad. While much of this collaboration has been in the form of graphics and sound, even programming for the latter game, it is still a form of collaboration: though obviously not an industry-mandated one. Rather, these are the product of an agreement between artists that respect one another and actually work together to make something cohesive while still keeping the personal element of Anthropy’s own vision.
Now, to get beyond the book and go a bit into Anna Anthropy’s games. I like them. I like the concept behind them: of taking a video game form and using it to communicate a personal experience. There is something really beautiful about that. I know that Anthropy may not be the only person who does this–and I suspect she hopes she isn’t in the only one either–but she is the one that really introduced this to me on more than a cursory level. I think she is one of those who reinforced for me that the games of my youth–that inspired me as a creator–are more than just frivolity or an inferior art-form. Some have said the same thing about comics, about film, and–back in the day–even theatre and other forms of painting and art.
Some people have been giving Anthropy flak about her games: about how they all tend to follow a very similar pattern or themes of lesbianism, BDSM, and transgender issues. The thing is, well there are two things. The first is that all of the above things are not mainstream in video games: at least not from someone who has all of those elements in their own life. The second is the age-old adage: write about what you know. And Anna Anthropy knows about all of this. She writes about and makes what she knows. Her viewpoint is just as valid as anyone else’s and it is more than okay for her to make games about what interests her: because there are others out there who will relate to it.
The fact that she uses similar themes in her work, and I would say never quite in the same way with regards to game play mechanics, is irrelevant to me: because the industry does the same thing for the most part with many mainstream themes and even the best creators make what they know.
I think what I admire about Anna Anthropy and others like her is that although I can’t always agree with them, they do something that is remarkable. Sometimes the people in charge of publishing or video game industries and coding are called “the gatekeepers.” And what Anthropy and others are doing is they are becoming gateways: gateways and fiery Bodhisattvas into alternate perspectives and the potential for the creation and expression of new game experiences.
This is something that I deeply respect and it is a thing that greatly motivates me now. There is one thing I have mentioned before in this Blog: that I am looking into Twine game-making because of Anthropy’s mention and use of it. Twine is a software that lets you create a “choose your own adventure” style text game without a knowledge of coding, or with enough video tutorials to get into it. I want to do the same thing that she and others are doing now. I want to make a game that can communicate my own–albeit different-experiences: ones I’m not sure even Anthropy will always agree with. I want to have the ability to put someone else into my own shoes: as it were. Or use my experience to make something else entirely and let people make their own choices.
Frank’s article adopts Anna Anthropy’s writing style from Rise of the Video Game Zinesters: emulating Anthropy’s own combination of history and criticism and inter-dispersing it with her own personal experiences in a seemingly scattered narrative but ultimately bridging the gap between the reviewer and the creator of personal expression while Cara Ellison actually makes a Choose Your Own Adventure Game using Twine–Twine–in order to bring her interaction with Anthropy across. Just looking at the styles and mediums used by these two women is utterly fascinating: Frank does not necessarily agree with Anthropy’s statement that everyone should make a game–though she wishes on some level that she had–while Ellison flat out makes a game to express her interaction and her influence from Anthropy’s philosophy in a very demonstrative manner.
I will also say right now that this article was a long time coming. I just didn’t have the words then. But if Ellison’s Twine article further influenced me to make my own game (and I didn’t even realize she was using Twine to do it at the time, another example of my cognitive dissonance), Frank’s article actually encouraged me to write this. And I have been influenced by Anthropy in other ways as well: you will probably see relatively soon outside of this article.
But if I had to sum up everything I have written here, I will say this: that in terms of video-game storytelling, its potential as a medium, and her own potential influence on its future, Anna Anthropy is immensely important.
P.S. My favourite Anna Anthropy Twine game is this one: Hunt for the Gay Planet. There is a story behind its creation that she can explain far better than I, but what really inspires me is the story of a person who tries to find other people like her and goes on a long well-written intergalactic journey. This piece inspired me so much that I bought the Choose Your Own Adventure book from Anthropy’s own site: which is coincidentally on my Blogroll as well.
This wasn’t a planned post of mine, but it’s amazing how Star Wars makes me do that. Not too long ago, I heard that Disney is shutting LucasArts down. I did grow up with the games that this company made tangentially and it does make me wonder exactly what it is that Disney is planning to do with the Star Wars franchise.
But I don’t really feel like I have much to say on this matter. Yet while LucasArts is currently being dissolved, there is another–perhaps more understated–Star Wars event happening as well. I’m talking about the comics adaptation of George Lucas’ Star Wars film script.
The original draft.
If we go by the theory that the original that a character is based off of has a considerable amount of resonance and power, then these figures will definitely stick to whomever will read this limited edition series.
I won’t go too much into the details of the thing. In fact, if you’d like, you can read some news accounts here or here on the matter. This is not the first time I have heard about or read anything about Lucas’ original script draft. In fact, I’ve seen one or two fanfics take these Star Wars proto-characters and their prototypical universe and make some really interesting things out of them.
But they are, however the writing may be, the root of many of the elements of Star Wars that we recognize today: in the Old Trilogy, in the New, and in a lot of the Expanded Universe.
What we are seeing, in comics form, is an alternate universe in a galaxy far, far away and what was once the providence of fanfiction is now–to some degree–being created and sanctioned by LucasBooks such as it is. It is like finding out that the new J.J. Abrams’ Star Trek alternate universe films were being created in a smaller comics form: save that his alternate universes are his own and not Gene Roddenbery’s.
But what really gets me is looking back on two posts I made on Mythic Bios about Star Wars. I wasn’t really satisfied with Star Wars: Back to the Basics, to be honest, though I do think that my post When You Wish Upon a Star, Far, Far Away does have some merit apart from its rather witty title. I think my issues with the first post were that I had a lot of supposition and hearsay, but not a lot of proof. I wanted to compare Star Wars to Buck Rogers and Flash Gordon: to show that the latter really affected the former from Lucas’ own formative years and that the Prequels were a hearkening back to that original source material. I even had trouble trying to find pictures to make nice parallels: save that at least the “opening crawl” receding into the distance in both the Old and New Trilogies had a parallel with the old Buck Rogers serial introductions.
But if you look at the links to the news pages that I attached above with regards to the comics being made from the old script draft, just read how the characters are described and look at the accompanying art work that is being made currently. In my second article, I went into some brief speculation about a Star Wars reboot: much in the way of Star Trek. I doubt this is going to be wide spread and I certainly don’t think the next Episodes will be reboots, but it is worth looking at the fact that in some medium this creator-made “pre-boot?” is being made.
The way this script is described, it not only seems to be closer to the film materials that Lucas was inspired by and are mentioned in the linked articles, but there is something very … Princess of Mars about their aesthetics and attitudes.
If you want to talk about prototypes or preceding archetypes, Edgar Rice Burroughs’ world of Barsoom really influenced a lot of science-fiction: with almost archaic looking costumes, vintage laser weapons, and a lot of emphasis on royalty and nobility even beyond the usual Star Wars: or at least the Star Wars of the Old Trilogy. You can also argue that some of the images in the articles I linked to also look a lot like Buck Rogers aesthetics as well. And Star Wars, while it is epic fantasy, borrows and wears enough of the science-fiction aesthetic to be examined in this manner. I would say that this is an attempt to hearken readers back to a retro-Star Wars, but this “predates” and pre-exists that vintage. A Pre-Boot Pre-Retro? Now, that just sounds bulky to say and I am sure there is a better way to say it.
I think that, in the end, what I find really fascinating about this–in this really simple overview of the matter on my part–is that we are in a time now which is really interested in the retroactive: in Retro itself. For many of us born and grown up in the 70s and 80s, perhaps even the 90s, the present has become the past. I go into it a lot here, but this decision on LucasBooks’ part seems to really feed into that growing niche in popular and geek culture now.
Or this is just a very strange and fascinating look into an experiment that could have been and admittedly has a very limited lifespan: an oddity that has existed for years collecting dust on the shelf and in the recesses of Internet chatrooms and forums which is now really getting acknowledged.
I would never have known about any of this as a child and–indeed–if I had known about either LucasArts’ end and the Original Draft comic coming out a few days ago–on April 1–I would not have believed it. As it was, I read about the Original Draft being adapted to a comic during April Fool’s and didn’t know what to even think about that!
But I like oddities and strange things. I make them all the time. I am making them right now. I thought that the Star Wars Prequels were a hearkening to older space opera shows of the 50s or so, but maybe they were also referencing this older, weirder, prototypical universe: an elder reality. I want to see what will come of this. They would at least make for some interesting toys.
And I don’t know about you, but I want to know if the reptilian Han Solo still shoots first. I’m messed up like that. 😉
So I went off to see the Wizard this past weekend.
I was very eager to see it. I’ve loved The Wizard of Oz for most of my conscious life. I was introduced to it through the famous 1939 film that many know and love. Then I read as many of the books as I could to stay with my friends as much as possible. I also read and saw the Musical version of Wicked: the former of which I respected, and the latter of which I utterly loved.
Now, my two favourite Oz characters have always been the Scarecrow and The Wizard himself. I liked The Wizard because he, well, had a hot air balloon that took him into a magical land. I actually tried weaving a balloon (out of felt and other cloth, not completely aware of what materials a hot weather balloon actually required) but it never got far. Even then, in those days, I wanted to escape this world and go to a better one.
But later on, I liked The Wizard for other reasons. He lacked any magical abilities, but he was a master of sleight-of-hand, illusions and artifice. And for all of his manipulative and deceptive aspects, he just seemed like a kindly old man that actually helped Oz through making himself a symbol if nothing else. He was the one who taught me that the seeming of power can create the greatest form of hope to others. Also, I would like to posit that he was in addition to being a highly flexible thinker and canny stage magician that tricked others–including beings with actual magic–he also was a brilliant artificer: because I am pretty sure the Emerald City’s technological innovations were his doing from his knowledge of late nineteenth century Earth life.
Suffice to say, he was a crafty old man that created a brilliant show as The Wizard of Oz. The Wizard has been depicted in a few ways: as a charlatan, as a villain, and a hapless man trying to figure out what to do in a strange magical land. So I wanted to see what he would be like, as the main character and hero no less, in Oz The Great and Powerful.
Now, I would suggest that, if you do not like Spoilers, you stop following this yellow brick road any further.
All right. So when when we first come across Oscar Diggs, or The Great and Powerful Oz as his magician stage name goes, he is in this black and white world representing 1880s Kansas and looking not unlike the Impressionist world of The Cabinet of Dr. Caligari.
As for Oscar Diggs … what can I tell you? He is supposed to be a complicated man: a rogue and a con artist, a consummate huckster, illusionist and magician, a master of misdirection, a womanizer, but also someone who knows that he is a bad man and feels powerlessness when he can’t help a child and acceptance when a woman that he actually loves is going to marry a better man.
Unfortunately, for the most part the slimy elements outweigh the charm and … he really just comes off as rather, well, less than endearing. Think … less humbug and more … scumbag. Even his jokes, and indeed a lot of the jokes in the world movie situated around him fall a little flat when you right down to it: so much so that you have to force yourself to laugh at them.
Structurally, the film is clever and deals with a lot of misdirection and hood-winks. Aside from the change from black and white to colour–a homage to the 1939 version of Oz–there is also the fact that most of the Wizard’s companions are Oz versions of the people he knew and met in Kansas: much like Dorothy, the farmhands, the travelling conjurer and the mean old woman Elmira Gulch. And then there was the matter of the villain, as far as I’m concerned the person who was becoming the star of the antagonist role …
All right. I liked the scene with the China Girl, Oscar laughing at the people pursuing him as he escaped in a hot air balloon, the little bit of misdirection that Evanora used to try and get Oscar Diggs to do her dirty work for her, Evanora’s green Force lightning, Glinda’s cleverness with the wind and the field of poppies, the Wizard’s scheme in making himself appear to be much more than human towards the end through his old friend misdirection, and some of the more touching scenes like Oscar admitting to what he is. I also really like the parts where he realizes that he has a great advantage over the Witches in terms of technological knowledge and trickery. Oscar asks Glinda, who helps him gather a group of farmers, bakers, inventors, and munchkins together how he is going to defeat the Emerald City’s armies with what he has. But the good Wizard, given the time period where he came from, should have remembered that the most powerful empire in the world at the time was at one point “a nation of shopkeepers”: carrying or having access to most of the resources to not only win a war, but rule a kingdom.
But there were points that really annoyed me. I mean, really annoyed me. For instance, when Oscar finds himself in Oz and hears Theodora talking about how she is a Witch, and then later seeing that she can throw a fireball, my first thought would have been acted out something like this.
Diggs: So … you are a Witch.
Theodora: Yes.
Diggs: And you can use magic?
Theodora: Yes, well, I can.
Diggs: Well okay. I showed you mine. Now show me yours.
Theodora: Um …
Diggs: Show me some magic.
Theodora: Oh ok.
Theodora throws a fireball at something. The Wizard’s jaw drops.
Diggs: That was … incredible …
Theodora: Oh, really?
She blushes.
Diggs: No I mean, you can throw fireballs. Effing fireballs. I mean, pardon my cussing and all, but … just … wait a minute. Just wait one moment. You mean to tell me that you could have thrown fireballs–fireballs–at the winged monkeys attacking us at any time–any freaking time–and you waited for me to sacrifice my poor bird instead?
Theodora: And it was brilliant magic. As expected from the Wizard of prophecy.
Diggs: Yes but … oh dear god, I faced a lion down with a parlour trick and you could have just thrown a fireball at …
The Wizard of Oz spends most of the time walking back trying not to bite through his own tongue at Theodora’s stupidity.
Or something like that. Not that I have anything against Theodora, mind you. She was naive, but really nice: almost unrealistically innocent and Oscar screwed that trust up pretty royally. In fact, I had more sympathy for her than I did for him and turning into the fucking Wicked Witch of the West with a green apple seemed almost as much of a cop-out–and an excuse to place another major iconic Hollywood fictional figure into a movie to give it credence–as it was magically putting Anakin Skywalker into a freaking Darth Vader suit that just happened to be there in case he got amputated and burned alive. I mean … Gah!
I do like the hint of her nature and it works: that her own tears burn her like acid and she wields fire. There were hints and I erroneously believed she would be the Witch of the East at that point and Evanora was the Witch of the West.
In fact, I thought that Theodora was the North Witch and Glinda the South and Evanora the West with the evil Witch in the outlands being the Eastern one, but Disney decided–like the 1939 film–to just have three witches instead of the four from the books. What I can say: even before this film started I over-thought it.
But anyway, aside from the fact that Evanora could have probably had Glinda killed whenever she wanted, given that she could probably find her in the Crystal Ball, and waited for a man who she knew was a fake Wizard to do it anyway, and the fact that her winged Monkeys are freaking incompetent in not following Glinda and the others off the cliff they jumped from, I have another “What the hell are you doing, you are a Witch!” moment.
So yes, speaking of Glinda. She, Oscar, the China Doll, and Finley the Winged Monkey (what is he anyway, a less feral version of the Winged Monkeys of the Witches or another more docile species?) find themselves surrounded by Winkie soldiers and then the monkeys. So here is another hypothetical scene.
Diggs: So, we’re surrounded by soldiers and flying monkeys.
Glinda: Yes. That seems to be the case.
Diggs: Well, you are a Witch, right? I mean, I know you ladies aren’t warty or fly broomsticks but … you do have powers right?
Glinda: Well yes. Perhaps you have a power we can use here Wizard?
Diggs: … um, my powers work a bit differently from where I come from. Maybe you can do something?
Glinda: Hmmm …
So they run to the cliff and the Wizard freaks out about having to jump off a cliff after Glinda jumps. Then he follows them all and they come up in floating bubbles.
Diggs: Wow! Now this is impressive trick! Woooo! Hey wait … couldn’t …
He dodges a cloud.
Diggs: Couldn’t you have done this before!? You know, like when we were all on the ground running from enemies in the fog?
Glinda just smiles at Diggs.
Or later when we see that Glinda’s wand can Force push or block magic. You know, a good Force push might have been excellent against, well, an army. Of course, we can be nicer about this. Glinda did mention later, much later, that no citizen of Oz can kill anyone. I would imagine that the Wizard and anyone outside of Oz is exempt from this geis: this magical rule that keeps all of this from happening? Maybe Theodora also knew this or was too self-conscious to use her destructive magic to defend her and the Emerald City’s potential saviour. If she did, she and Evanora neglected to tell him that. And, for that matter, if no one in Oz can kill anyone, doesn’t that just neutralize the point to an army of Winkies or Winged Monkeys? Does Glinda mean that Oz is a world that prohibits killing, or is Oz just concerned to be the land around the Emerald City and killing happens everywhere? Also, wouldn’t the destruction of the China Girl’s whole village be considered killing? Or the murder of the original Wizard King of Oz?
Perhaps I was missing something. I have been told that the Witches, while they are also citizens of Oz, are also exempt from this rule due to their unique nature. But let’s operate on the assumption that Oz–in this film–prohibits killing from its residents and the Wizard can in fact kill. There is one scene where the Wizard is teaching engineers how to make black powder. Black powder is used–as it was in the film–in fire works, but also as gunpowder and … explosives.
If the Witches’ army if hand-held ornamental weapon wielders and winged monkeys encountered a group of people with muskets and hidden explosives, they would have been decimated. Period. If I had been Diggs and I was being threatened by Theodora *coughtheWickedWitchoftheWestcough* I would have shown no hesitation in destroying their armies. And maybe Oz Witches are immune to explosives or guns, but considering how the Witch of the East got squashed by a falling house and the other one would have to avoid rainfall and I am sure that Glinda knows their weaknesses (such as she did with Evanora), this could have been a whole other kind of story.
Of course, this was supposed to also be a child-friendly film and Disney had to follow certain legal matters. You know, the ones that kept the ruby or silver slippers from being on Evanora: the Witch of the East. It also makes me wonder if that’s why she didn’t have the Golden Cap: the artifact that allowed the Wicked Witch of the West to even control the Monkeys to begin with … although the 1939 film didn’t have that one. I also feel somewhat sad about those cynical ideas above because I would never have suggested them being implemented in the books or the 1939 film.
But this film just … I really wanted to like it. But it is getting a 3/5. I liked the art and the structure and I recognize what they tried to do, but the Wizard was less a lovable scoundrel and more of a douchebag, Theodora’s transformation was forced, and as a friend of mine stated it didn’t have that resonance of a gauche “camp” feeling that is identified with the film and the Wicked Musical too. It is its own world and it wouldn’t really fit into the main series of Oz, but it was an interesting attempt to make a new story.
Even so, I have to state that in the end, if you have followed the old film or the books, there is no place like home.
I’ve learned that there is one thing that can kill magic.
You might think a few things to yourself at this point. First of all, what do I even mean by magic? When I talk about magic, I am talking about wonder. I’m talking about imagination and a variety of human emotional responses to that practically limitless power.
So with that working definition in mind, how can something like magic get destroyed? After all, energy can neither be created nor destroyed. But that’s just it: I’m not talking about something that can be completely obliterated: if such a thing is even possible.
Magic as I see it can’t be destroyed, but it can be killed. It can die and leave a corpse of some sort behind: an empty pattern or a shadow of what it once was.
But what can kill something like magic?
You might think it would be reality. Reality is gravity, social structure, obligation, physical health, and consequences for any action taken or not. Yet that isn’t enough. In fact, magic can complement and even thrive in such an environment: accentuating and making art from the mundane. It can even make you see reality in a whole other way if you let it, or empathize with what you see and feel.
No. Reality by itself can’t kill magic.
However, try injecting an amount of irony into magic. I don’t mean a little bit of it: that just adds some cleverness and some poetic justice to the flavour if you are good enough. Now, try adding a lot of irony to the magic on your Petri dish: to the point where it even needs one. Usually this is a particular substance distilled from reality and it is like an anaesthetic: capable of creating enough emotional detachment to remove any hint of sensation.
How about a little irony, Scarecrow?
All joking aside, the irony at that point is still small because it is a distillation, but it worms its way into magic’s heart: into the core of it. Very slowly, but surely you will get to the point where the organism mutates. It starts to shrink and shape into a more definite shape: like the aforementioned Petri dish or other container. If you didn’t put too much irony into the mixture, then it still has a chance. It can look at itself and laugh at what it sees. It subverts itself but still has the potential to expand out again and become stronger for it: more multi-layered. Parody is still magic and if you can keep it at a point where the irony allows for comedy and reflection as well as a certain levelheadedness, then it’s all still good. After all, a little bit of cyanide or Iocane powder over time supposedly builds some resistance to such within a subject.
It’s when the cynicism in the cyanide develops that you have to watch out. At first, it all seems very well and good. The mixture you’ve made seems even more clever, even more biting, even more … cold. And then, even when it goes out of control it is so incredibly casual and smarmy that you don’t even see that anything is wrong.
The fact that it breaks things down, and takes things apart isn’t in itself bad. There are plenty of essential acids that do the same thing. However, it never stops and it rarely stays in its container if you keep feeding it. Pretty soon it begins to roll its eyes at anything it can find. It likes to “make fun” of any kind of enthusiasm, any form of passion, any vitality or life that it can find. The reason I put “making fun” in quotation marks is that this form of cynicism–the corrupted remnants of magic–doesn’t even remember what fun actually is, never mind the fact that it no longer has the capacity to make it.
It reaches a point where nothing is good enough for it anymore. It calcifies and stratifies into something with a hard outer shell and, pretty soon, even the most valid forms of expression or emotion are worth nothing more to it than objects of derision. Think about that for a few moments: a valid emotion as a human being means nothing–not even spit and garbage–to this form of cynicism that calls itself “sophistication.”
However, “sophistication” has a secret. Behind its calcified armour and its twisted barbs is the place where its heart used to be: a brittle core. You might think it is empty now, but that isn’t true. Instead, at the core of what this irony-infected magic has become is shallowness, immaturity, and above all else: fear.
Late-stage cynicism or sophistication need not be a terminal condition however. Take just a tincture, a small drop really, of a really strange natural marvel (which even now I hesitate to call an antidote) known as hope and you will see results of some kind. Of course, it might be too late and if you don’t add enough hope, the substance will only invert into its own hole and it will not really come back from that. In fact, it will pretty much die.
But–but–if you mix hope with wonder, enthusiasm, and general interest, then perhaps those barbs will soften, the carapace will begin to fall away, the mass of it will expand again, its temperature will rise, and it will be more malleable, more … open to suggestion. Of, if you’d like, dead magic is just like some kinds of dry flowers I once saw. If you submerge them in clear water, they will at first sink and then rise to the surface again as whole and vital as they once were.
Also, and more than coincidentally, the magic resulting from this form of rejuvenation is reported to be exquisite, if not outright extraordinary.
It was in 2002 that I wrote my first complete “adult” novel. I put the word “adult” in quotation marks specifically because I was twenty years old at the time and I barely had any living experience. In fact, it wouldn’t be too much of a stretch to say that I had no living experience at all.
What I did have, however, was the opportunity to absorb a lot of academic experience. I had always been a pretty good student (in fact, I thought it would be the most sensible thing to do with my whole life) and I believed that University would just expand on my knowledge. And it did. I learned many more obscure ancient Greek and Latin roots of words, some mythology, and even more philosophy. To be honest, I had been learning of these elements back in Grade Twelve and the now-lost Canadian Grade OAC (or Grade 13 for those who might not be familiar with it).
Read Between the Realities: Beyond Myth and Legend was essentially a bildungsroman–or a “coming of age”–novel of 136 double-spaced computer pages. This was the point in my development as a writer where things began to really change for me.
Now, I’ve discussed a little of the background behind this novel’s creation, but there are a few more specific things I have to mention. Before this point, I had mostly been working with purely the fantasy genre: in as much of a way as someone at my skill level and knowledge at the time could. In fact, even in my first year of Undergrad I was still working on my fantasy series Deceptions of Nevermore before the change began.
First of all, I’d heard of York’s Creative Writing Program. It was–and as far as I know is–a program where you had to submit a portfolio of poetry and prose in order to be selected for a small number of spots. The Program also discouraged, if not outright rejected genre writing in its courses and, instead, wanted to focus on “realistic fiction.” Now, I was very interested in developing my writing skills in those days and I could only apply in my second year. But that was only part of what helped to create my novel.
The second crucial element in the creation of Read Between the Realities was my discovery of a book called American Gods made by a man named Neil Gaiman. That book, which only in retrospect I realize was Neil Gaiman’s own transition from the format of comic book script writing into solo novel writing, changed things for me in a very big, very real way.
I realized that there were things beyond the confines of genre as I understood it. Then I remembered the film Finding Forrester and how I wanted to write “the great 21st century novel.” So I did something new. Before I even entered the Creative Writing Program, I decided to create my first experimental “adult” novel: a great Canadian novel and all of the grandiosity I still haven’t quite grown out of even in my very early 30s of now.
In Read Between the Realities, I created a pastiche of different stories and attempted to sew them together into an open-ended patchwork reality where you could interpret the novel almost any which way you’d like. I worked on this sucker for a long, long time. I worked on it at home, in parks, on mall benches, at friends’ houses, during sleepovers, when I visited my girlfriend at the time or when she visited me, and even when I moved with my parents to our new house then. Some more marked developments in this novel was how I actually actively incorporated many of my own experiences and thoughts into the work. This was partially influenced by my interest or obsession with philosophy, but also from insights I was having from life.
I was really bad at explaining what my novel was about and I firmly believed that the only way someone could understand it is if they read the damn thing. It also didn’t help that I had the paradigm-shifting magic concept of Mage: The Ascension on my brain too, and I delved into that voraciously.
My book was essentially a story about different realities inter-lapping and how personalized they are. It was about a writer and his relationship issues with his life, a fragmented being seeking something for a demanding master in a labyrinthine subconscious world of ruin, a viciously sadistic monster hunting this being down, and two people on an Internet chat room who bickered all the time. The writer and the two chat room people both believed they were making the story, while the seeker and monster both thought they were living a reality. And none of it was real. And all of it was real.
Of course it all combined, or exploded together–because I always loved epic moments of spectacle–and I played at being profound. Yes, it was a meta-narrative: complete with the characters knowing they are characters or finding out they are and all that fun stuff.
Ten years ago, I thought it was the best thing I had ever written in my whole life, and I actually feared that I could never surpass it. Ever.
Years later after showing it to some friends, I found out that I could indeed “surpass” it. A lot of my characters were two-dimensional archetypes, I didn’t write female characters well, I certainly couldn’t write sex scenes worth a damn then, and I rambled: a lot. And when I tried to simulate experiences I never learned about or experiences I never had, it just fell flat. Also, I wrote combat and adventures as if they were video game levels: though that in itself makes sense given my interests then and now. So yes, I can safely say that I have done better since then, though …
I’ll let you in on a little secret. I actually haven’t really written any, at least official, novel-length works in a very long time. They take a lot of commitment and unique formulas to keep up. I also can’t just write anywhere at anytime anymore. Part of this is that I realized I had more of a life beyond my craft, but I also find that novels can be trapping. They can really take your time and energy. They always get on your mind all the time.
Short stories are explorations into more tightly-knit, self-contained worlds. You can spend less time on these than on a novel, though they take their own toll given that you really need to focus on tying them up all neat-like. On the other hand, sometimes I find short stories to be like little tidbits–even the more complex “four-course meal ones” that some of my friends like to call them–and not as satisfying as the meaty feel of an entire world in a novel. That is, of course, when the short story ideas aren’t overwhelming your bodily and mental limitations to write them all out.
So sometimes, despite my best intentions, I have found myself writing novel-length works because the ideas behind them are either too similar to be placed in anything other than an overarching structure, or they just too big to contain in one short story. And for now, that is all I will say for the others that came after Read Between the Realities.
What is notable about my twenty-year old writer’s novel was that this was about the point when I was also consciously playing with mythology and archetypes in addition to ideas and philosophies. I attempted to combine academics and creation together. I also very reluctantly put more of myself into the work, and–like I said–I went into meta-narrative and irony: which for someone who had just done generic well-meaning fantasy novels before was a big step. And Joss Whedon taught me to be more flippant and referential about popular culture and life too.
I would never have admitted that I created a coming of age novel. I always wanted to make other worlds and other people to get away from the ones I was experiencing–or not experiencing–but I can admit that this was what it was. And for something based on a whole lot of theoretical knowledge, incomplete understanding, video game and pop culture influences and a small if not sheltered, somewhat self-repressed and stagnant amount of personal growth at the time, I did pretty well. It was like building a small Star Gate from the scrap-metal in one’s basement. It did what it was designed to do.
Read Between Realities was made at a time where I went as far as I could go with what I had then–with what I was then–and now, whatever else, I know that I have and definitely can go farther.
Credit: Beth Ann Dowler, the photographer of this image.
Imagine Calvin and Hobbes, with A Christmas Carol, a Sherlock Holmes detective mystery parody, an English fairy-tale, some steampunk, and a hint–just a pinch–of true love in a whole lot of wonder.
And those were some of the most immediate feelings I had watching the Prequel to “The Snowmen” Christmas Special of Dr. Who.
Now, I am going to go into “The Snowmen” Episode itself: into Spoiler Territory.
First off, from the trailers and the title alone, I got a major Attack of the Deranged Mutant Killer Monster Snow Goons vibe: especially from the beginning when a young lonely boy–Walter Simeon–has a snowman of his own creation begin to talk back to him in 1842. I couldn’t help but feel sympathy for Walter because most of us have been there: where we don’t understand children our age–or even relate to them–and would rather have imaginary friends instead. Unfortunately, Walter made a very bad imaginary friend who would continue to be there with him for the next fifty years: essentially becoming a giant steampunk snow globe and, well, mutating with more snow being added onto it.
Also, a word of advice: if someone ever offers to feed you, it would probably be prudent to figure out of there are more words in that sentence: you know the ones after “I will feed you …” as the now-Doctor Simeon’s workers discovered to their chagrin.
Anyway, then we get introduced to Clara. And then we get reintroduced to The Doctor.
Clara goes outside of the bar that she is working at to see a Snowman appear there pretty much out of nowhere. We then see The Doctor walking by in passing and she accuses him of making it. The Doctor looks very different now: as much as the same Regeneration can. He looks … tired, and subdued. Really, he is very sad and he has reason to be when you take into consideration what happened to his last Companions. He wants nothing to do with anything save for the bare minimum of contact with some of his allies.
So after he gives her some advice, he leaves. But even when very depressed and angst-ridden, The Doctor says interesting things or his mere existence is a curiosity in itself. So what does Clara the barmaid–and later as it turns out part-time governess do? Well, it’s quite simple.
She follows him.
So we go from a the beginnings of a weird horror story to what is now a Christmas fairy-tale adventure as Clara continues to stalk The Doctor and discovers more strange and new things about him. The Doctor has a Sontaran friend/servant named Strax that attempts to get a memory-worm The Doctor has to erase Clara’s memories under his order. Strax is hilarious in that he often advocates militaristic force in all situations and speaks something like this, “Impudent human scum. Prepare to be destroyed … I mean, may I have your coat please?” The Doctor also refers to him as a Potato more often than not.
Of course, with such a mentality Strax keeps touching the memory-worm and forgetting where it is: though there is evidence to believe that the former clone soldier isn’t quite as “stupid” as he attempts to act and often does these things to annoy people if it amuses him: especially The Doctor. Also, Clara doesn’t really want her memory erased, but plays along with interacting with The Doctor: which is consciously what he doesn’t want to happen–he doesn’t want to make a new bond–but subconsciously continues to converse anyway.
This won’t be a part-by-part dissection of the entire Episode, just to let you know. The Doctor realizes that robbing Clara of her memory wouldn’t be a good idea because she needs to remember to “not-think” about the Snowmen so they don’t multiply and try to kill her … conveniently enough.
But while The Doctor is trying not to get involved with the world or–really–people, there are two other people trying to figure out what Dr. Simeon is up to. So if you watched the Prequel link above, you’ll know that there is a Silurian woman named Madame Vastra and her human maid-wife Jenny Flint who essentially solve crimes in the Victorian era.
Dr. Who has always, aside from being an epic show of crazy linked ideas has–at least in the twenty-first century–been very open-minded and progressive. I mean, Jack Harkness is an omni-sexual being and there is such a wide array of civilizations and times out there in the Whoverse that something like different kinds of sexuality is just a given really. So a primordial lizard woman and a human woman being a couple–and being married–in Victorian times is not very shocking to me.
In fact, aside from Vastra–and even then people rationalize her existence as having something of a “skin-condition” (I find it hilarious how the people of Earth’s past never react at all to aliens in Dr. Who or even The Doctor when he or his Companions are wearing entirely different styles of clothes from that time-frame: it just goes to show you how most humans are either oblivious, more open-minded, or simply do not give a damn than even we believe)–two women having a relationship and even having an arrangement not unlike marriage in Victorian times is not unheard of at all. It is pretty telling that for the past while and it seems especially now in 2012, same-sex marriage has been gaining a lot of acceptance and support in–or at least is now really challenging–the social consciousness of many places. But really, I just like how these two characters work together and understand one another: actually complementing each other’s strengths and actions.
These two confront Dr. Simeon about his activities and he doesn’t seem bothered by this (in fact he doesn’t seem to have much emotion at all), and he states that it doesn’t matter what they do because, get this:
Winter is coming.
Oh, Steve Moffat. That reference to A Song of Ice and Fire was hilarious. My Mom didn’t know why I was laughing so much.
So Vastra and Jenny eventually find Clara: whereupon they ask her why she is so interested in The Doctor. By this point in the game as it were, Clara has seen the TARDIS after climbing a spiralling ladder like Psyche chasing Cupid, or Jack going up the beanstalk, into a cloud where it is resting and she knows that there is some bad stuff about to happen at the house that she is a governess at: particularly with a pool that is frozen over after a previous governess died in it. One of her wards has been having dreams of this former governess coming back to punish her and her brother. She knows she needs The Doctor.
Vastra and Jenny force Clara to answer the former’s questions with one-word answers. At one point, Vastra flat-out asks Jenny why she thinks The Doctor should help her. Of all the words that she could have chosen, she spoke one word.
Pond.
Yeah. Of all the words. That one.
So this does get The Doctor’s attention. So he starts parodying Sherlock Holmes: figuratively and literally. He beats the giant snow globe with a stick. Then he later he does more sleuthing where, despite himself he goes up to the manor where Clara is staying after exchanging hand gestures at each other. After Clara and her wards are being confronted with a snow-version of the former governess that drowned, The Doctor pulls a Punch and Judy play by having the wee-little puppet man of Mr. Punch use his sonic driver on her.
Because, you know, “That’s the way to do it!”
In fact, making another popular cultural reference, this whole episode was–like many of them but particularly this one–a Tragical Comedy, or a Comical Tragedy. Yes, I am a Neil Gaiman fan. It also doesn’t help that Mr. Punch is an enduring English symbol and archetype. Or maybe it does.
It turns out that Dr. Simeon and the Snow Globe want the Ice Governess: to use her as a prototype to make a race of ice people that will supplant humanity. Clara and The Doctor lure the Ice Governess away. This is not before The Doctor tells the children’s father that he is Clara’s “gentleman friend,” though far less eloquently and more abstract-awkwardly as he usually says things and Clara herself decides to take matters into her own hands and kiss him. Because she seems to have a special kind of impulsive streak tempered and complemented by daring and a strange form of intuition. Not deduction like Vastra: Clara is pure intuition with a devil-may-care attitude. Right: that is my last Punch and Judy reference for today.
Finally, in the TARDIS, after Clara surprises The Doctor by not being predictable about her first impressions of said TARDIS, The Doctor finally seems to give into something that he really wants and gives her a key. You know the key: the one to said TARDIS. You also know what that means. This is a big thing for him to do: after everything that has happened. I honestly don’t know how he survives losing everyone he cares for, and I can understand why he has periods where he wants nothing to do with anything.
I also understand how he can’t not stay away when events conspire to bring him and this strange Victorian girl: who speaks Cockney and free in her pub job, and “proper crisp English” with a hint of mischief as a governess for upper middle-class children … and who is also immensely beautiful. Yes. I said it.
Their relationship unfolds fast, but what is Time to a one thousand year old Time Lord and to a human being, who only lives, let’s face it, in a brief moment of said Time? It’s everything.
That is the point where the Ice Governess comes after them and drags Clara and herself to a death by falling off The Doctor’s cloud.
Because the Universe seems to be a bitch to The Doctor like that.
Of course, it’s not so simple as all that: Comical Tragedy or Tragical Comedy as it all may be. The Doctor ends up having his confrontation with Dr. Simeon and his Snow Globe. Dr. Simeon is the proprietor of the Great Intelligence Institute. There was something really ominous about the name “Great Intelligence”: as though it had more significance than being a one-off Dr. Who monster. The Doctor critiques his antagonists as stating that making a world of snow people is “Victorian values” incarnate: at least overt values.
See, that is the thing about Victorian times. There was how you were in public and how you were in private. Some people understood that you could be different in different spheres and there was an implicit understanding that what you did in private was your–and yours–own business. Of course, there is other side of it: in that some people chose–or felt forced–to embody stratified notions of gender and social interaction in all aspects of life.
The father of the two children that Clara cares for does not think it proper to show affection or even take of them himself, for instance. In addition, there were real laws in place that forbid overt or “discovered deviant behaviour”: otherwise known as displaying affection or sexuality in a non-sanctioned manner. Think of Vastra and Jenny’s relationship, or even the fact that Clara did not use her Cockney accent with the children often: to the point where they called it her “other voice” or the other voice of the lower class of Britain perhaps? Perhaps only in a society like this one can an accent be considered another voice.
Now consider that Dr. Walter Simeon grew up in this strange schizophrenic culture. The adults were sad and even considered it unhealthy that he wouldn’t interact with his peers at all. But while Clara flouted and manipulated the rules, and Vastra and Jenny were exceptions and lived as “an open secret”–with a great deal of geniality, politeness, honesty, and a whole lot of “none of your business,” Simeon dealt with it by deciding that human beings were “silly” and that he didn’t need anyone.
The Great Intelligence is a highly psychically-receptive being. It took all of these impulses from Dr. Simeon and anyone around it: shaping itself. Of course, it goes deeper than that. The Doctor talks about how the snow that is the extension of The Great Intelligence only mirrors living beings around it. But there are a lot of mirrors in this entire Episode: especially The Doctor and Dr. Simeon. Both–in a lot of ways–are scared and withdrawn little boys that do not want to interact with the Universe as it is. Dr. Simeon patterns the Great Intelligence with his need for order and an inner emptiness.
It actually reminds me of another mirror that The Doctor’s other mirror possesses:
His new Control Room desktop-theme is much different than the other recent ones. It is apparently reminiscent of the Fourth Doctor’s TARDIS room, but there is something more angular, far sharper in angle and just …. colder about that blue light in there. The inside of his TARDIS represents his past mood and mind after the loss of his Companions. Bear in mind, this is the first time we have seen this desktop of his and it is no coincidence that it looks as cold as the season of 1892. The fact is: Winter came to more than just Great Britain. If things hadn’t been challenged, The Doctor’s life would have been what the Great Intelligence wanted to make the world: a land of “always winter, but never Christmas.”
I also feel I need to make special note here: I do not say that Clara or any of The Doctor’s Companions are mere mirrors of him. Writing about mirrors reminds me of something that Virginia Woolf stated with regards to how women had–and are–perceived only entities in relation to men. This can be applied to Dr. Who and his trend of female Companions. All of them, especially Clara, are entities and fully actualized people in their own right: something that Dr. Who writers Davies and Moffat attempt to express. Whether or not this is successful is something that can be debated at length, but I personally think is something a very fine distinction that needs to be made: that just as The Doctor gives definition to them, they give definition to him as well. As it is, even though The Doctor’s desktop remains as it is so far, The Doctor himself is brought out of that mood by the warmth of another–exemplified by Clara already asking where the kitchen is in his TARDIS–prompting him to express his own and no longer deny what he is feeling.
Then you have Simeon, or the impulses that drive this otherwise emotionless man, that can only seem to function around extensions of himself … or hollow shells. Even the wrathful Ice Governess, the result of his and the Intelligence’s progress is just a mirror–a symbol–for the repressive aspect of the Age of Victoria. But as it turns out, it is Dr. Simeon who becomes the hollow shell when The Doctor’s attempt to destroy Simeon’s memory–as the thing that fuels the Great Intelligence as its mirror–backfires and the Intelligence possesses Simeon. However, as with most of The Doctor’s enemies, it made one miscalculation.
Ignoring the rest of the human emotional spectrum.
Remember Clara? Well, she is dying. And the Intelligence feeds from emotion and memory. So as Clara is dying, everyone in the manor–the children she cared for, their father that cared for her, and the others–grieve and their feelings manifest on the Snowmen and turn into water.
Or, as The Doctor put it, he can no longer stay on his cloud … because it has turned into rain.
So the Great Intelligence seems to dissipate and Clara dies.
Or do they?
In the end, there are some … interesting details about Clara. You know, even without knowing these things before hand, I knew–from her very interaction with The Doctor–that Clara would be special. Each of his Companions is special, but she will be more so.
We have essentially been watching The Doctor grow up from his first incarnation onward. Each Companion has been integral to this. It is strange to watch The Doctor interact with his future wife River Song in temporal-reverse and she will only associate with him so far because she has intimated that he has a long ways to go before he is the man she paradoxically will meet later.
I’m going to intimate some more and possibly be very, very wrong. Now we’ve seen how The Doctor acts with his other female Companions. We know he had a family on Gallifrey ages ago: though they may have all been artificially Loomed. I believe he has been married before and is no stranger to having a romantic relationship. But consider that his whole world was destroyed. He has struggled with survivor’s guilt and has a certain kind of detachment to cope with it. Even when he travels with others it just reinforces that safety protocol of distance.
I will say this now and possibly be wrong, but the only time I had seen him look at someone like he did with Clara was with Rose.
And that says a lot.
Just that one scene where they looked at each other as he gave her that silver key.
All right, I admit it. I am a romantic. But I want to express one main thought: Clara made this entire episode. Period.
So as this look at “The Snowmen” comes to a close, I just want to say a few more things. I looked up The Great Intelligence. It has in fact been in the Whoverse before and … has Lovecraftian origins even. That just makes me smile. And that is it. It is good to see The Doctor up and out again. I look forward to seeing him try to figure out the physical–if not the humanly unique and individual–mystery of Clara Oswin Oswald and where he might have … seen her before…