In considering the
tremendous diversity among representational art, Walton identifies
two principal divisions: depictive representations, which are
sensory in nature, and verbal representations, which are
presented in language and often involve or imply a narrator. This week, we examine the nature of props of these distinct kinds.
Let
us begin with depictive representations. Rather than providing a
formal definition of what constitutes a depiction, Walton frames the
issue via the example of a Dutch landscape painter (pictured above):
The
viewer of Meindert Hobbema’s Water Mill with the Great Red Roof
plays a game in which it is fictional that he sees a red-roofed mill.
As a participant in the game, he imagines this from the inside. And
this self-imagining is done in a first-person manner: he imagines
seeing a mill, not just that he sees one, and he imagines this from
the inside. Moreover, his actual act of looking at the painting is
what makes it fictional that he looks at a mill... he imagines of his
looking that its object is a mill. We might sum this up by saying
that in seeing the canvas he imaginatively sees a mill. Let’s say
provisionally that to be a “depiction” is to have the function of
serving as a prop in visual games of this sort.
Walton
asserts that “the phenomenal character of the perception is
inseparable from the imagining which takes it as an object.” This
is to say that one who looks at something like Hobbema's painting
does not first see paint on canvas and only then interpret it as a
watermill via imagining, but that seeing and interpreting the
painting is one mental process. The same idea can be found in the
philosophy of both Heidegger and Wittgenstein, and Walton in fact
makes reference via a footnote to Philosophical Investigations,
where Wittgenstein talks of “seeing as” as being an “amalgam”
of seeing and thinking, noting that “the flashing of an aspect on
us seems half visual experience, half thought”.
Sharpening
the boundaries of what constitutes a depiction, Walton suggests that
it is not enough merely for a representation to have the function of
serving a prop in a visual game of make-believe. If it were, clouds
would qualify as depictions when we imagine them as dragons and so
forth. Rather, the games to be played with a depiction “must be
sufficiently rich and vivid visually.” By rich,
Walton refers to the extent a representation allows “for the
fictional performance of a large variety of visual actions”, and by
vivacity he refers to the intensity with which a participant is able
to imagine “performing the visual actions which fictionally he
performs”. In other words, a depictive representation in Walton's
terms must support fictional worlds that are something more than
trivial in nature, otherwise they may still qualify as props (recall
Gregory and Eric's tree-stump bears) but they will not qualify as a
depiction in the way he means the term to be understood.
Inherent
to depictions appears to be the process of translation,
thus three dimensional objects are shown in two-dimensions in a
picture, and both sketches and sculpture render colourful subject
matter monochromatically. Size, motion, time... all these elements
can be altered in the process of depiction, which at its heart seems
to be involved not in perfect reproduction (although some modern art
has leaned in this direction) but in a kind of planned distortion of
the world. This idea is, in many respects, tied up with the term
mimesis, which since
the ancient Greek philosophers has meant imitation not duplication.
If a craftsman produces a perfect copy of Michelangelo's David
it is a forgery of (or tribute to) the original. But if they produce a lithograph of
the same artwork, it is a depiction of the original rendered in ink
in the same way that the statue itself is a depiction of an ancient
king of Israel rendered in marble, regardless of what the historical king may have looked like.
In
mentioning that depictions were sensory, I alluded to Walton's
willingness to extend the notion of a depictive representation beyond
the merely visual. He writes:
Let
us broaden our understanding of “depiction” to include
representations that are auditory or tactile or otherwise perceptual
in the way paintings are visual. A depiction, then, is a
representation whose function is to serve as a prop in reasonably
rich and vivid perceptual games of make-believe.
But
this may at first seem strange, since it is clear that – sound
effects not withstanding – representation via sound is not a great
deal akin to painting, and certainly music does not generate
fictional truths in anything like the manner of visual props. Walton makes
the point that while a visual representation prescribes visual
imaginings, representational music generally doesn't depict
auditory imaginings. He suggests that music involves not imagined
perceptions, per se, but rather imagined experiences:
“The listener imagines experiencing excitement, passion,
fervour, despair, conflict, feelings of exuberance, of striving, of
determination, of well-being, of trepidation, of repose.” Walton suggests this music is well suited to this kind of “fictional introspection... because introspecting is in
some way more like hearing than seeing.” As a result, musical
depiction may generate game worlds, but it does not obviously have a
work world, or if it does, it will be much harder for us to agree as
to its contents.
Let
us move onto the use of words to create props. Like the sensory
representations Walton terms depictions, verbal representations also
involve a translation – but here the transition is from words into
specific sensory and experiential imaginings. It may well be the case that
'a picture is worth a thousand words', as the saying goes, but using
just a thousand different words we are able to imagine almost
infinite numbers of different things. Walton notes that “words
are well suited for use in make-believe” precisely because their
combination is so versatile in what can be prescribed to imagine.
But of course, not all written words are representations, and Walton
suggests that the boundary of qualification in the case of language
is that any collection of words that appears to issue prescriptions
to imagine qualifies as a prop, and thus “if it is its function to
be a prop, it is a representation in our sense.”
Note
that this concept of verbal representation does not extend to the
words spoken by actors of stage or screen:
Words
uttered by actors are depictive. In hearing words pronounced on stage
by Sir Laurence Olivier, the playgoer fictionally hears Hamlet
speaking. In these cases the utterances or marks are reflexive
depictions; they depict themselves.
(This
makes, for the most part, plays and movies into depictions and not
verbal representations, except where a verbal representation is
embedded within the story – as in the opening crawl of a Star
Wars movie, for instance).
Although
Walton concedes that verbal representations have nothing in common
but their use of words, he notes that there is one particular form
that is especially central to the form: narration. He suggests
this is the “historical ancestor” of many other forms of verbal
representation, and even goes so far as to suggest there may be
utility in treating almost all verbal representations as forms
of narration, distinguishing between those works with an
explicit narrator (such as all first person novels) and those in
which the narrator has been effaced or de-emphasised (such
as most third person novels). He acknowledges that this is a step of
convenience, but pragmatically one cannot avoid the fact that all
words have been written by someone and
as such imply at the very least a situation which is a close analogue
to narration.
Of
course, talking of a single narrator is itself a simplification:
There
need by no such thing as the narrator of a narrated work.
Different narrators can replace one another in quick succession. In
most plays (written or performed) there is a new narrator for every
several lines of text; each of the speaking characters is the
narrator, in our sense, of the lines attributed to it. Novels which,
in representing conversation, omit the “he said”s (and perhaps
some which do not as well) can be understood similarly...
Whether
there are one or many narrators, the role of the narrator is to
mediate our access to the
events of the story being told, usually presented indirectly. When
the narrator has been effaced, omniscience comes into play to soften
this mediating effect and provide “immediacy” to a degree which
approaches the norm for depictions. The use of omniscience can be
misleading, however, for in a third person story it is generally not
fictional that the narrator is supposed to be literally omniscient
(nor “godlike or telepathic or clairvoyant or disincarnated
or supernatural” – at least, not in the work world nor in any
authorised game). It is simply a convention to enable access to every
aspect of the fictional world for the smoother presentation of the story.
Walton's
concept of the role of a narrator is thus that:
...fictionally,
the narrator speaks as though he himself were, in many respects, in
the epistemological position he attributes to the character,
reporting what he takes the character to know and remaining silent
about what he takes the character not to know.
We
are dependent upon the narrator (whether literal or effaced) for all
our information concerning the fictional world – and this is true
even when the narrator is unreliable, and we disbelieve what the
narrator says. In the games we play with a verbal representation as a
prop, it is even fictional that our access to what happens comes via
the narrator, a situation which is markedly different from
depictions. The artist creates the depiction, but thereafter we do
not generally need to include the artist in the fictional world we
enter into with the work as a prop.
Walton
goes on to explore many of the complexities of written narrative,
using a great many novel examples that sadly are too detailed to
explore in such a brief serial. Interested readers must take up the
book itself if they wish to learn more of this. For now, we have seen
in broad strokes the elements of the make-believe theory of
representation – props, fictional worlds, principles of generation,
quasi-emotions and lastly distinctions between depictive and
narrative representational forms. All that remains is to see how
Walton's theory can be applied beyond the world of art, to the
interpretation of reality itself.
Next
week, the final part: Truth vs
Fiction