August 27, 2007
Two New Aca-Fen BlogsThe Blogging Bug seems to be taking root across the Aca-Fan universe. Today, I want to give a shout out to two recently launched blogs, both created by participants in this summer's Gender and Fan Culture conversations, both dealing with topics which will be of interest to a fair cross section of my readers. The first is Graphic Engine, which describes itself as a blog about "special effects, videogames, film and television." Graphic Engine reflects the ruminations and speculations of Bob Rehak, an assistant professor of film and media studies at Swarthmore College. I have known Rehak since he was a masters student at the University of North Carolina doing work on avatars, first person shooters, and psychoanalysis. He recently finished up a Ph.D in Communication and Culture at Indiana University, where his research centered around special effects. I had the pleasure of featuring some of his work on special effects, the Star Trek blueprints, and early fan culture as part of a panel I put together on Convergence and Science Fiction for last year's Society for Cinema and Media Studies conference. (This panel also featured Beth Coleman on Machinima and A Scatter Darkly; Geoffrey Long on transmedia storytelling, negative capability, and the Hensons; and Robert Kozinets on Star Trek fan cinema and branding cultures). We've long known that there was a male technically oriented fandom around Star Trek whose history parallels that of the female fanzine community; I touched on some aspects of this fan culture in my chapter on Star Trek at MIT in Science Fiction Audiences, but Rehak's work really takes us deep inside that world. The Star Trek research is part of a much larger reconsideration of the social and cultural history of special effects. His new blog seems first and foremost about the cultural dimensions of special effects -- including attention to the effects industry and its fans, as well as to the economic, technical, and aesthetic factors that shape the place of special effects in the contemporary media landscape. Consider, for example, this passage from an early post about watching the recent Harry Potter film in 3D IMAX:
This early piece turns out to be simply the prelude to a series of posts which explores how Harry Potter (the book series) is being "transcoded" into a film franchise. Here, for example, he builds on some comments that Jason Mittell has made about the ways Deathly Hollows throws down a challenge to filmmakers: One now reads Harry Potter with the movies in mind, accompanying the print with at least sporadic visual associations distilled from the films' contents. Many sequences in Deathly Hallows struck me as excessively cinematic, tilted toward some future storyboard: one minor instance comes early in the book, when characters encounter a roomful of colorful paper airplanes that are really interoffice memos in the Ministry of Magic. Maybe because I had just seen Order of the Phoenix, which memorably gives form to the Ministry and its darting airborne memos, the book's scene immediately "read" in cinematic terms. But would I have had this sensation even without seeing any of the movies? Is it possible that Rowling is just that good, that descriptive, a writer? He has promised a forthcoming entry focused on how the cover art and chapter illustrations of Mary GrandPre "both set a visual agenda for the stories and mutate in step with the movies' casting decisions and production design." As a Potter fan, I look forward to reading more of Rehak's thoughts on the franchise, alongside other interesting posts which describe his encounter with the Enterprise model at the Smithsonian Institute, his thoughts about the career of makeup artist William Tuttle (who recently passed away), or reactions to Laura Mulvey's essay, "The Culmsy Sublime." Along the way, he includes some thoughts on the aesthetics and psychology of computer game design and on his preparations for teaching a film history class. My research spans over numerous topics in the videogame world. As a cultural critic, I approach the ways in which games function in our daily lives: socially, politically and economically. My dissertation focuses specifically on how all these aspects converge on the videogame subculture known as Machinima. As an extension of both hacking and modding culture, machinima presents a unique form of transformative play and a new way of understanding gamers as cultural producers. With the expansion of what has become known as Web 2.0 Culture, we increasingly live in a world defined by tool sets that enable consumer production. As a decade old phenomenon, machinima's appropriation of videogame engines as filmmaking tool sets represents a precursor to this trend that offers a rich historical insight ripe for investigation. In addition, I am also very interested in how the videogame medium functions as a potential tool of political communication in either its traditional interactive game or machinima forms. There is so much machinima being produced today that it is helpful to have someone like Jones spotlight interesting and innovative work and provide interviews with important creators working in this space. Jones takes seriously the potentials of games as a medium, as is suggested by his recent discussion of Danny Ladonne's controversial Super Columbine Massacre RPG: Despite gaming's new found acceptance within mainstream culture, it has yet to find a place of legitimacy as a means of serious expression. Whereas Bowling for Columbine was championed by many as an important reflection on the Littleton tragedy, SCMRPG was seen as trivializing the event. So the content of the game becomes completely irrelevant simply because it occurs within the context of a game. And this poses the biggest hurdle for games as political expression. If you have not had a chance to play through the game, I would recommend doing so. Play it not because it is enjoyable (because it most certainly is not), but because Ladonne consructs a text that forces the player to consider other possible explanations than Klebold and Harris were simply monsters. Whereas most of the negative responses suggest that the game celebrates the tragedy, playing through reveals a thoughtful engagement of what should only be considered as a complex issue. Jones has adopted a stance which allows him to document and defend the ambitions of machinima and serious games producers alike, while also raising questions about the sometimes dubious creative decisions shaping the mainstream games industry. We see this later perspective in a very interesting recent post supporting the charges of racism which have been leveled against a recently released trailer for Resident Evil 5, depicting a white man's encounter with a primitive African tribe. So often, such debates pit cultural critics who know about the history of racial representations with fan defenders who know and respect genre conventions. But, because Jones writes as a fan, he knows how to use genre history to sharpen and nuance the criticisms leveled against the preview: As one of the most well-respected franchises within the genre of Survival Horror, Resident Evil takes its roots in the cinematic tradition of the zombie films pioneered by George Romero's Night of the Living Dead. Released in 1968, the film provided a rather poignant critique of the racial tensions in the United States. Often overlooked as "monster movies," the racial allegories that played out in Romero's films called attention to the issues of black representation in film at the time. The films were unique in their use of African-American protagonists who become the heroes of the films, saving white people from the "white" zombies. Metaphorically, becoming a zombie embodies the internalization of racist ideologies. Part of the commentary made by Romero here is that as a single individual, racism is not too hard to fight. As with the zombies, the strength lies in numbers. So for Romero, the infection that one zombie passes onto its victims and transforms them into zombies demonstrates the danger of racism and how it works. I am constantly on the look out for other aca-fen blogs. Let us know what you are reading or writing these days. 1 CommentsHenry Jenkins is the co-founder of the MIT Comparative Media Studies Program. |
Henry, thanks for the shout-out for Graphic Engine. In truly recursive fashion, I have not only posted about your post on my blog, but am now leaving a comment to that effect here. Any minute now I expect to meet myself, talking in reverse and voting Republican. (Fortunately, Bob spelled backwards is still boB.)
Thanks also for prompting me to get back on track with Harry Potter. In addition to the Mary GrandPre material, I've been researching various effects houses that have worked on the films and plan to write about the tension these companies face between staying true to "legacy" FX (signature visual styles for things like Dementors and Patronuses) and innovating to reflect advances in imaging technology.