Contains Language: Reader’s Discretion is Advised!

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 Now I am not just talking about his appropriate use of other languages, but his many, many literary and historical references that make me feel very under-read as a reader and overwhelmed as a writer.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.

Observations of a Part-Time Poet

Believe it or not, I don’t make poetry often. In fact, poems like Berserker and Necromancer usually come very rarely to me and it is even less often these days that I will post them up publicly for other people to see.

Poetry is not easy for me. It is neither easy to force out nor easy to ignore. It can even be harder to read.

Most of the time when I read prose, I read it silently or skim sentences to absorb the whole and get a greater picture to form in my mind. It is hard for me to explain that in any other way, but that is how it is.

Then there is poetry. I used to avoid it like the plague. I once thought that it was all supposed to be formula and rhyme and iambic pentametre all the time. I only rhyme when I want to be clever, make fake prophecies, or when I am exhausted beyond belief: which is more often than I’m going to talk about. I also used to think it had to be sappy and sentimental and all about those dreaded, diabolical things known to and feared by all humankind as … feelings … ;P

Of course, the wonderful thing about poetry that I had the privilege to learn is that it is the ultimate experimental game of language. You can crystallize whole nuances and depths of thought and emotion into as fewest words as possible. If you are really good at it, you can describe a world in a sentence, discover the rhythm of a very catchy phrase or aphorism (a one-line philosophical quote or word of wisdom to make you look smarter than you really are), actually turn a phrase like a musical note, and word-smithing: actually create entirely new words and meanings from old and strange and wonderful things.

I’ll also tell you this: I’m not sure when I started talking as I write or type, but it helps to catch that rhythm and make things sound far less clunky: though I still manage to ramble and not always make sense anyway. Maybe in some part this is because of some of the poetry that I was encouraged to write and then occasionally have to give vent to.

When you write and read poetry, you really have to read it out loud. That is what I have been doing with John Milton’s Paradise Lost so far. Sometimes it feels like I am chanting from a magical tome and somehow making the energy I find in there mine. What really gets to me is that a lot of the time, aside from the fact that some poetry can be very highly metaphorical and charged with so many symbols verging to the point of attempting to record the speed of thought, feeling, observation, and experience is the structure of a stanza.

You know what I’m talking about: stacks of compact, small sentences stacked above each other and separated by line breaks. You can look at my poem above and see that I gave it a stanza organization: though this one doesn’t rhyme and is more free-verse. What I mean by free-verse is that it is not a form poem: I’m not trying to make a sonnet, or a haiku, or a limerick. As an aside, I’ve been told that my form-based poetry is actually better than my free-verse. I’m also told, and I can see that I use a lot of heightened diction. What I mean by that, and what my former teachers also meant is that I use a lot of big words. Either way, I’m just trying to communicate.

But for some reason I know that I myself will be tempted to try and gloss a narrow stanza-arranged poem like I would a piece of prose and my mind will just not get it. Reading a poem like prose can feel like a real chore, and I know I can get frustrated by this seemingly deceptive short piece of writing that you sometimes think you can just scan through and is actually much denser than its “light-weight” stanza arrangement leads you to believe.

So yeah: in case you’ve been skimming past terms like “stanzas,” and such in this post, maybe what I’m saying is that poetry is like Mithril or Valyrian steel: deceptively slight but it packs a punch when it lands a hit or a graze to the mind.

I would definitely not like to get hit with a psychic conceptual weapon made of a poem: though I would definitely like to make one. Take from that imagery what you will.

I’m actually a fan of poetry that shapes itself like prose into sentence structures. You still have to keep reading it very closely, but it just seems more charged and potent for it. The line between poetry and prose is very blurry and I suspect that the first came well before the second.

When I actually think about it more, I wonder if that is how our minds work: if our thoughts are images and impressions that function on a kind of intuitive continuity. And I like that word: intuition. Maybe poetry is from that time when the words were just forming from the symbols and images in our heads that attempted to come into being through our voices and our scrawling. Maybe we dream in poetry and that is why sometimes it takes certain states of mind to understand it differently from one day to the next.

It can be primordial, or mathematically-precise, or the fragments of a life, or whatever it is you need it to be. I tend to think of poetry as a state of mind or perception of reality that can help you write, speak, and express yourself better. But whatever it is, I think is part of the root of creative writing and the clay of expression and as such it is very important. So you may see more of my poems on here at some point. We shall see.

Necromancer

I catch them in a pool
of ruby libation
leisurely prepared
though they try to repent
in haste.

The spirits that always followed
in the grey charnel fields
and faded Edens that trail behind me,
and the ones always loomed ahead
in the spires that haven’t crumbled
and the blankness that is always there
across the furtive lake:
they find the liquid feast
to tide them over before
they return to the repast
of my own mind …

Only to be captured by their hunger.

They scream and cry
as the words come back to them
and they tell me the things
clearly that they hissed
and whispered in the slips
between my vigilance
and the terrible question:

How many red? How many red?
How many … red?

I do not answer what the dead
and the not gone yet already know.

Trapped in silken streams
I take them into my hands
rolling them into my palms
and savour the burning muck
as it finally stains my skin
and self honestly.

I make the pain into a chord
and begin to spread their blended whiteness,
hammering their grey cold feelings,
burning their secrets,
distilling the vapours into an old formula …
until I have all the substance.

Folded edges fold again
upon themselves and each layer,
each wire moulds them
and the sweetness and pleasure
replaces the churning depths of Agon.

For weaving the ghost-metal
into legions of origami weapons:
their stories now my own
to unleash on the planes
of hindsight:
they are perfection every time.

Becoming a Gateway: Or What Anna Anthropy Twines Together

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.

So Anna Anthropy won with regards to me: because she has influenced me to make a game. But I think what is also remarkable is how she even affects her reviewers and critics. Take Jenn Frank’s Rise of the Existential Crisis: How One Woman Nearly Never Finished a Book Review, or Cara Ellison’s Choose Your Own Anna Anthropy Interview.

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.

Participant in One Marathon, A Spectator at Another

Originally this weekend I was going to participate in the 12-Hour Comic Book Marathon at the Comics Lounge and Gallery. I didn’t end up writing anything or collaborating with any artists there. If my experience at the Global Game Jam taught me anything it was that most people there probably already knew each other and either way they would have come in some pre-made teams: those that needed them anyway.

As I’ve said before, I am not much of a graphic artist.

Really, I didn’t want to potentially take up someone’s space on the possibility that I couldn’t find a partner and–to be perfectly honest–I didn’t want to be the odd one out: feeling painfully self-conscious.

Later on, I found out that there were still a few writers and artists who cancelled or were actually still looking for a partner, but by then it was too late. However, it was just as well that I decided not to do it because my brain is full with all the work I’ve been doing and I had never actually been to the Lounge before. I would most likely have gotten lost trying to find it.

Essentially: I wanted to get there, get a feel for the space, meet some of the people there, talk a bit with them, maybe make some connections so that I could participate in a later event, or–really–just get to know people who have similar interests to my own.

I still felt bad, though, that I hadn’t participated as I intended and looked forward to doing. Keiran Templeton–who I saw in her tiara as she held court over an assortment of writers and artists–not only organized the entire event, she also had time to go face book and ask if there were any people that wanted to work with others, and she even told me by email that she would keep my name on a list to let me know about next time.

As it was, I made it up to myself by punching some of my procrastination out and starting to really script out my own collaboration with Angela O’Hara: you know, the comic I keep saying that I am working on. In my defence, I have been working on it on and off with little tidbits of notes here and there: much like every other long-standing story I’ve been dealing with. In fact, for The Project I actually made a rough outline of everything that I want to happen in our first issue.

The key of course was actually beginning to flesh it out. I’m beginning to realize that in industry terms, I work entirely too slow on comics scripts. Even from my limited understanding I can see that they take time and a lot of concentration. But the day before the Marathon, I decided to get into the spirit of it and expand on the very first part: to actually take one segment and go wild with some descriptions and leave room to artistic interpretation in others.

And that Friday before the Marathon, I sent something to Angela via inline text and–if it’s not perfect–it is at least something to start from and a good subject for us to discuss. I look forward to talking with her about it when we find the time and see what she will make of it.

So I had this little bit of positive energy to tide me over as I finally did leave to find the Comics Gallery and Lounge I’d been hearing about for so long. The journey was ironic for me. It seems like so long ago that I used to live on the Bloor-Danforth line: specifically close to Woodbine Station. Even before that, when I was at York, I always found that energy to take various transit to get to find my away to College and Clinton: where the Lounge actually is. It’s only now that I’m in Thornhill–in York Region–again that I decided to go somewhere cool that I’d been putting off for so long.

When I found myself outside the shop, I paced around a bit: suddenly really feeling the nervousness. It was strange: being back downtown on the streets again after basically huddling away in Thornhill. And here I was outside a place with people who obviously loved comics and other Geekery and I was hesitating. It would be helpful to mention that I’ve developed some very crippling social anxiety over the years. It probably has roots to older sources, but after so long dealing with Grad School and being by myself a lot I kind of really retreated into myself. It also doesn’t help that I was shy to begin with and … it’s hard for me to put myself out there.

I also was thinking to myself: what if I go in there and no one likes me? I know: it’s a pretty irrational series of thoughts and I have gotten better at dealing with them. I knew that if I needed to, I could leave at any time I wanted and–it being a Lounge–I brought some work to do as well. My plan was to stay there for the party that was going to happen after 11 pm–when the Marathon was officially over–talk with some people and then leave.

So I walked up the stairs and everyone was friendly. I had to get used to, well, being in a new place and around people I didn’t know but I browsed around the shop and entertained myself looking at comics. There was a very comfortable black couch–most of the inner room was set up with benches so people could work–and I sat down to write. I actually started to feel a lot more comfortable writing and having something to do.

It was strange at first. I’d seen a lot of the people around me on Facebook or the Internet when I was finding out more about the Lounge, but actually being around them in person was just different and cool. It turns out some people were late for the Marathon anyway and, really, they just seemed to have a whole lot of fun doing what they did, browsing comics, and just socializing. I didn’t talk with as many people as I wanted to, but my cousin Shane Kirshenblatt–who made such awesome comics as Dorothy Gale: Journey to Oz–and his wife Sari came in and we talked for a while about comfortable things like comics and writing and creation and all that fun stuff.

Coincidentally, I wrote my first Conference paper partially on Shane’s Oz comic and he inspired me through a conversation to write my first ever science-fiction story in ages: one that didn’t win the Friends of the Merrill Short Story Contest granted, but I am still proud of it to this day. He actually talked with me about looking at a script of his to see what I could do with it: something that really intrigues me.

I even briefly talked with Keiran as she was managing her Empire of comics creators and there was a dog or two, and some cheering, and various geeky discussions. I ended up having a really good conversation that night with Debra Jane Shelly. I had seen her before, like many of the other denizens of the Lounge, on their Blog and Facebook. She really stuck out at me the first I saw her and I knew before I ever talked with her that she was a hard-core comics geek. But it is one thing to know that intellectually, but experience it first-hand in a conversation was entirely different and enjoyable. I barely got a word in edge-wise, but I enjoyed listening to what she had to say and I learned a few things.

For instance: I never thought about the first-impression that people got of Watchmen when it came out in the 1980s. As Debra pondered this, I remember thinking that it was true: it was during this time period that meta-narrative and pastiching were being implemented into comics narrative along with a certain more blatant kind of adult irony.

When you think about the comics that came before, during the heyday of the Comics Code–of comics industry self-censorship–and then you look at something like Watchmen you can definitely imagine a kind of “culture shock” for some readers. But, as Debra put it, we will never really know that feeling ourselves: you know, aside from reading about it through secondary sources. It’s like those accounts you hear about from famous writers and comics creators about growing up with the old Pre-Code Horror Comics: with EC Comics’ Tales from the Crypt, Creepshow, and all of that really fun and twisted stuff. But even though we can read a lot of those twistedly ironic and morbid goodies now, the spirit of Zeitgeist of the times where they were written are not really as accessible to us or perceived the same as someone who was there.

I think it was good to talk with someone who knew as much–if not more–about comics: someone who had read some really good and memorable works. It was sort of humbling, to be honest: to know that wasn’t the only one as insane about this stuff as I sometimes delude myself into thinking. There was a whole room of them. :). I did talk with some more people and then I took my leave as it was about that time. Debra actually made me pose for a picture where I am holding Alan Moore’s Nemo: Heart of Ice: a book I actually got there. As for the reason that she took it, if one is needed, she told me that she likes to take pictures of people having found their favourite books: or something to that effect.

It occurred to me–or I remembered–as I smiled at the camera that I rarely ever smile when I’m in public: especially in Toronto. Sometimes the exhaustion, and anger, and sadness ingrains itself in you so bone-deep that it’s difficult to even smile for real. I thought about just how sad that fact really was.

In any case, I said some goodbyes and then I left to find the streetcar back to Bathurst Station. I missed the car, so I decided: “Screw it! I’m going to walk the fucker!” So I walked by myself all the way from Clinton and College to Bathurst Station. I hadn’t walked that long or been in this area in ages. And as I did so, with my travel bag on my shoulder and my black winter coat covering me I felt more alive than I have in a really long time.

Coincidentally, it took me 16 minutes and there was no other streetcar during that entire time.

I know when I wake up tomorrow, or later, I’m going to be very embarrassed by some of the sentimentality and haphazard writing I’ve left here. It’s no new thing, to be fair. Actually, I’m surprised I wrote so much about–well–doing so little: by my standards anyway. However, I really felt the need to write this out while it is still fresh.

I am definitely going to check out the Lounge again. Here is the Toronto Comics Lounge and Gallery Blog in case you are interested and you didn’t see it on my Blogroll section. Thank you for reading this and, next time, I do plan to make something.

Excelsior, ladies and gentlemen.

Berserker

Unhappiness grows within me,
deep inside until, in the end
it becomes mine.

Unfurling through my being,
it ingrains itself deep into the bone
and the still lips of my mouth.

My face unlined, unsmiling
it hollows out the bore
within the centre of my chest:
leaving only emptiness.

But it is not nothing,
for the blackhole is the prelude to an
exploding star.

Anger turned inward
by powder-pegs of savoury bitterness
and the elegant fabric of contempt stretched thin
rips inside out into the red light
of vital defiance.

I taste it on my tongue
and my faceless mask twists
into a quirk of disdain
and then a tight, tight grin.
And I laugh.

The sound is high and cold, encompassing,
and all inclusive.
For the wound-womb of my soul,
shaped by my unhappiness,
is filled again
with the culmination of all these things.

With bloody glee.

With fire.

With power.

It is perfect symmetry
this force that I use,
that uses me,
that I let use me,
to smash the faces of cowardice,
and treachery, of hypocrisy
and promises never made.
And I enjoy their pain.

Especially my own.

Each blow I make is hard
and potent beyond endurance.
It strains and snaps a part of me,
burning edges of myself away,
as I dance.

But I do not care as I am too caught
in the moment to feel the pain
save for how it adds nuance
to the beauty of my rage.

The shadow of me quickly
becomes the dancer of obliteration.

Then all that is left is destruction:
immune to appearance, to sentiment, to reason,
to responsibility, and to conscience.
And I laugh, and laugh, and laugh
gloriously: because it is good …

Because it is freedom.

My hatred is pure,
purging and scouring fire
leaving no mistakes, no good memories,
nothing behind as it starts from
Before: from Ground Zero.

And the small part that wants
someone to stop me only adds
to the meaning of what I do.
Because finally,
when the world matches the darkness
inside of me,
and hatred finally dies,
perhaps then all that will be left
to fill it is love
and compassion.

If not from me,
then from someone better.

Exhaustion takes me:
and the spot made from my unhappiness
lets me come into itself,
as I curl into the warmth of its comforting shadows.

For Red

Her first eye is Gaia and her second is Oceanus.

This, above all else, is the gaze I recollect underneath the plumage of the firebird and the lash of the Eumenides that occasionally comes out from her generous mouth. Yet the red also reminds me of Prometheus: of audacity and the cackling thievery of fire. However, even the Titan himself was punished by the slow, cyclical eating of his liver … save that her fate is more arbitrary than the whims of gods and her own body is not as infinite. I always fear for the day when Medusa might catch her chimeric gaze and the reversal of Galatea might come fully upon her.

Yet even the Gorgon cannot fully meet the eyes that mirror the ancient and glorious horrors of the Bacchanalia. For she who drinks the wine of blood and bathes in its ochre depths dances around the whole of humanity as though skipping through a grove of statues.

So full of utter gall and mocking bile from her revels, she grins at the carnal carnage before her and the perfect white sickle of her smile becomes the blade that castrates her own fear.

A Game of Statues: Amanda Palmer, Persona, Expression and Life

When I was in Kindergarten, in a school called Adventure Place, we used to play something called “A Statue Game.”

I knew it as The Statue Game. We would listen to this song–which I now know to have been created by Sandy Offenheim and Family–move around and when the song would tell us to stop, we would freeze in mid-motion. We couldn’t move and the song would tease us, play games with our minds by implanting the suggestion of itchiness or needing to scratch our heads, and then it would start again and we would be allowed to dance and hop around as we did before. It turns out that this music and this game are still being played to this very day: and it is a fact doesn’t surprise me.

There is a reason why I’m bringing this up and I will get to it soon. During Amanda’s Art of Asking TED Talk, we got to see a picture and a little bit of a demonstration of Amanda in her previous occupation as a living statue. This is not the first time I heard her mention this: chances are I probably read it on her Blog or in her Introduction to The Absolute Death. But there were two things that struck me about her time as a living statue.

The first is how, in a way, we are all conditioned to be living statues. At least, that is what looking at “Let’s Play a Statue Game” as an adult makes me feel. I mean, think about it: the song and game is really rather instructional. It teaches children pacing and rhythm. It delineates a time for play and then moments of formalism: of needing to be still and having to listen. Making it a group game also socializes children into a group calisthenic: tapping into that unconscious place where we all unknowing imitate and synchronize with each other. It teaches a time for play and stillness, but it also allows us the space and the capacity to laugh at ourselves. I’d argue that it is one of those early methods of making social interaction into a game that everyone plays along with and is both half-joking, and half-seriousness.

Yet what really grabs my attention is that rituals like “The Statue Game” encourage us to build those early personas: a social facade that allows us to interact with fellow human beings. Personas are not illusions nor are they fake in any way. They are just different aspects of us or personalized mask-tools that we use in different situations of interaction. We make these masks from childhood and things like “The Statue Game” allow give us the basic tools, mental shapes, and situations to do so. In other words, you can look at all of this as an experiment not only in socialization, but in communal art as well.

Of course, some of us have a lot of difficulty with these games. Some children do move under suggestion of the song. Other children have slower reaction time or a different sense of movement, balance, and rhythm. And some just plain get itchy regardless of any song or suggestion. Yet the rules of “The Statue Game” still have an effect on them: they either learn the communal rhythm or make one of their own.

That is what artists do.

So let’s get back to Amanda Palmer. I have imagined her, and now seen images of her as this eight-foot living bride statue holding out a flower and trying to make eye-contact with those people who passed her by. On an intellectual level, I think it was brilliant and an excellent metaphor for an artist learning to keep being relatable to a prospective audience.

Also, it was very subversive of her. Think about it like this: what is an eight-foot living statue of a bride? It–and she–are symbols of of a communal making: an archetype of certain expectations and theoretically immutable traditions. Yet there Amanda was, in a role of monetary exchange granted, using eye-contact and a simple gesture of holding out a flower to appeal to an individual on a basic, human, empathic level. It is ingenious: just as ingenious as making a game for children teaching them how to learn to act as statues and feeling people at the same time. And she was taking that philosophy and applying it to the rest of her work.

She appeals to people directly: or as directly as one artist can to her audience. In addition, she takes the role of a statue–of an untouchable celebrity–and subverts it to remain relatable and to appeal her present and potential fans. Originally, what she did with a statue pose and costume she now does through Kickstarter Projects and her Blog. But one lesson that seems paramount for me is that she originally managed to create this appeal, to hone and develop her own art of asking, but not saying a word. She simply held out a hand and expressed emotion through her facial features and her eyes. It is an experiment in empathy: in relating to people through song, action, and expression through gesture.

Now I’m going to look at how this relates to me.

In a similar way to how her own Blog and Kickstarters function, I have my own 8-foot statue through Mythic Bios. I have admitted that I combine a lot of myself and my observations to make this Blog. I’ve also admitted that I make this Blog to order to find an audience and to relate to them. However much I’m successful is a subjective question. I mean, after all, this Blog still accords me a certain level of distance from everyone else and the role that divides us is still there. I am a writer and you are an audience and sometimes we correspond and sometimes we don’t.

This also functions the same for me offline. One thing that “The Statue Game” does teach children who grow into adults is that there is a distance between us–as fellow statues–but also a closeness in our similar natures. In our statue roles and in a best case scenario, we are polite and formal with a certain social ingrained amount of common decency. But when we get to know each other and playtime happens, we bounce around and jump and sing and dance and cuddle and do all of things kinds of things.

For me, it goes further. Sometimes I feel more like a Weeping Angel from Doctor Who: in which eye contact will freeze me into my vaguely uncomfortable distantly formal polite statue-form, but when others turn their backs I am more like my crazy, warped creative self. Then people leave and I eat the time potential that they leave behind: writing up whatever I glean in different kinds of stories.

Amanda mentioned in her TED Talk that sometimes when she was a statue, people came her way who probably hadn’t talked to anyone in weeks. The Doctor once described the Weeping Angels as “the loneliest beings in the universe since their quantum-lock reaction makes it difficult for them to socialise.” It gets too easy to be the statue and to regain animation when other people are no longer around: a statue that forgets to play or can only dance by themselves now.

https://i0.wp.com/www.caddicks.com/blog/wp-content/weeping-angel-hands-e1351558624422.jpg

I’ve been, and I am one of those statues. So I ask myself what I would feel when someone like Amanda Palmer can actually see through that facade and acknowledge my feelings? I would … feel some discomfort, to be perfectly honest. A statue is often also how we like to present ourselves to the world. And having someone see how I feel makes me feel very … vulnerable.

Don’t misunderstand. I have a lot of people who just see the statue or simply do not get what they see, or ascribe characteristics to it that frankly do not exist. Whenever I acknowledge them, I have plenty of ignorant and misguided people telling me how I feel to last for sometime. But having someone see me for what I am–feeling as though they can see my anger, bitterness, sadness, awkwardness, and general bullshit–makes me feel vulnerable.

I’ve been taught to view the world a potentially hostile place where you always need to have your guard-up–where you always need to save face–and where vulnerability is seen as an exploitable weakness … even when you want, and have the need, to reach out.

On the other hand, I am also an artist. I can write about all of the above through the medium of my Blog and find people who relate who can relate to at least some of it. Artists, to some extent, are empathic beings and have the potential to take their statue-form and open it up to relation. I imagine extroverts and positive, optimistic thinkers who wholeheartedly trust people are better at this.

I am obviously not one of these.

However, I can cheat. I can pretend to be optimistic for a while. I can, as Kurt Vonnegut warns, become what I pretend to be. And I don’t have to pretend to like what I do: because that much of it is true. Also, there are many ways to express vulnerability as strength and I’ve already found a few of these. And as long as I can express it in the best way I know how–through writing–then I will be okay. But more importantly, I am building up to the point where I can ask for help when I need it.

Make no mistake, if I want to move forward in my creative endeavours I will one day need help and I will ask for it. And if I can express vulnerability to the point that Amanda Palmer as: to the point of making other people smile, cry, or feel an uncomfortable, awkward, and twisting form of sympathy–of realness–then I will have begun to do my own job.

So when you get right down to it, and look past all the mixed metaphors, analogies, and references here I’m going to say this: for just as Amanda Palmer states that there should be no shame in asking for help, there should also be no shame in striking an honest pose … itching, sneezing, and all.

P.S. I just want to illustrate what happens when Weeping Angels play the Statue Game.

It’s not very pretty. Or maybe it is. They did ask for it after all.

I Wanna Cast Magic Missile: Art, Science, Spellcasting, and Making Things

The Dead Alewives comedy skit reference aside, there are two classes of spell-caster in Dungeons and Dragons that have always interested me. I would imagine that most people who are familiar with the fantasy genre know what mages are. Mages are essentially spell-casters that use magic through rigorous study, research, and memorization of rotes and ritual. Much of the phenomenon that they create and observe is practised in a manner not unlike science: although inevitably it is a science based on a different kind of reality and series of physics intrinsically different from our own. Essentially, add animism–the idea of a sentient or semi-sentient spirit–inside all organic and inorganic matter and you see how mages can create a science of pacts, magic circles, and artifacts to understand, classify, and control their surroundings.

Then you have sorcerers. Sorcerers are also people who use magic. However, they can’t learn to harness their power through textbooks or even teachers. Whereas mages have a very stratified and hierarchical arrangement of knowledge–of learning and politics–sorcerers tend to be loners, and have to learn how to use their power through trial and error. You will notice that I make a distinction. Mages use magic and work with or twist the rules that exist around them. Sorcerers have their own power. It is, at least in some depicted worlds, inherent within them. In some D&D worlds, they are considered Dragon-Blooded or something along those lines. Essentially, sorcerers have a power that they can only access through experimentation and direct experience: and the power expresses itself differently depending on the personality and the focus of the person that harnesses it.

I’m also not saying that sorcerers can’t have teachers, but these teachers are generally more like mentors: in that they can give them hints and show them how they use their power, but in the end it is ultimately up to the sorcerer to find their own way.

As you can imagine, mages have an advantage with regards to resources and guidance. They have a craft or a science with very clear rules that they can work with or seek to circumvent entirely. Basically, the most ambitious mage operates on the principle that it is only by knowing the rules that you can eventually get around them, make new rules, or surpass all of them entirely.

However, the sorcerer does not solely depend on a book of spells or external sources to empower them. They have that spark inside of them and, if they survive long enough or adapt to that point, they can summon the power they need and do it in a way that is customized solely to their touch. In other words, no one else can cast magic the way that one sorcerer can. In addition, they do not have centuries of tradition or hierarchy to limit their very perception of what can be experimented with.

Mages are usually part of an academy. Sorcerers are often autodidacts: those people who teach themselves what they need to know. You could make an even greater generalization and state that mages are the academics of a relatively established system of magic while sorcerers are artists of their own personalized mystical arts.

But here is the thing that always strikes me: where is the line?

Let’s say that writing is magic. There is a large amount of theory and documentation about writing. Universities and colleges teach one about grammar, spelling, and various conventions and genres. Schools have teachers. You are taught to view something analytically and you are exposed to various selected texts to influence you. It is also argued that at least in the Modernist era many writers had this form of formal education and knew what the rules were before experimenting with them. You can also apply this model to fine art: learning the basic shapes of various elements before you can experiment with them.

It might be tempted to say that people that work with such matters would be the equivalent of mages. But then consider this. After the academy, the mentorships, and the peer-reviews you are left to your own devices. Or better yet: you were never exposed to these. You were taught just enough to know the basics and then encouraged by something inside of you to seek out those things that greatly interest and resonate with you and work with them. You are not in the classroom with its specialized language and jargon. You often find yourself in strange and unconventional places: perhaps doing even more unorthodox things. You keep recording these experiences inside of you and you express them in different ways: making as though you are dreaming, or screaming, or just being.

But where is the line? Isn’t it possible to have that spark in you from the very beginning: to learn the rules and conventions of an established system and then go out into the world and learn your own words with and beyond that structure? I know that I may have merely described another mage with this extended analogy, but consider when a science and craft verges past that line into personal art. Sometimes a person can’t learn how to use their power of expression through established or conventional means. Sometimes you make or conceive something that can’t be replicated through a formula.

But is it at all possible to learn the basics from a formal education and then use personal experience and that spark–whatever it is and if it even exists–to make something new: or at least a really interesting variant of something that already exists?

I think, for me–in this analogy–that I was born a sorcerer but trained as a mage for most of my life. In my time at the academy, I sought to follow my own work through less travelled paths and eventually came to a point where I realized that I needed to pursue the knowledge I needed on my own. My teachers and my University gave me tools and selected readings and their own perspectives. But I know, after my time in a Creative Writing Program, that while teachers can teach you how to write or how something works, it is ultimately up to you to express your own personal voice. No other writer, artist, academic, book or work can do that for you. It is both a difficult challenge and an incredibly awesome task which, in the end, is entirely up to you.

Therefore, in the end–having gone far past the danger of making faulty analogies and false dichotomies–I feel like a mage with the heart of a sorcerer.

And with that, I cast magic missile into the darkness.

At Night

It’s past three in the morning. Usually, with a rare few exceptions, I’m not up this late these days. But I am usually awake past everyone else.

It is about the only time I have any peace. At this time of night during the weekday everyone goes to bed, the phone stops ringing, my obligations wait for the next day, and I finally have some time to myself: where I can finally have my own mind again for a while … where I can be me for a few hours.

During this time I write something, or catch up on social networking and emails. Other times I just listen to music or pace around articulating some ideas to myself. Sometimes I used to talk to people online, but I don’t do that as much anymore. Sometimes I even dance: like I used to at clubs in downtown Toronto.

It is generally the time where my mind is at its most clear: where things come together more easily and with fewer external distractions. This doesn’t always happen at night however. There are also times when I first wake up when my mind is more intuitive and still far enough into that dream-state where connections and ideas flow far more naturally and I can write something down that’s either been in my head for far too long, or just occurred to me right then.

But it is harder to do that these days. Perhaps it is the late night mitigating my waking time. Maybe it’s just that I have more things to do now. For the most part, I do feel like a new person whenever I wake up: before the memories of the previous day really come back.

As for the night, sometimes it’s like Londo Mollari from Babylon 5 drinking to reduce to the influence of the Drakh Keeper attached to him while at others … it’s more like remembering the times when I felt a lot more alive, the moments when I still do, and the times when I plan to be again.