Our Own Utopias

Utopia paintingWhat do we mean when we talk about utopia? It may seem as if we have a clear conception of what this is supposed to be: a purely imagined place where everything is perfect. What's more, we intuitively know this to be a dangerous endeavour - the adjective 'utopian' has the entirely negative connotation of an unattainable state of affairs, and therefore we almost invariably assume a danger to utopian thinking.

There is a grave error here, for were it not for utopian thinking, were it not for our capacity to imagine utopias, democracy could never have been created or rediscovered, there could have been no transition to universal suffrage where all citizens are politically equal, and the civil rights movements could never have been mounted at all. There are risks entailed in imagining our own utopias, no doubt. But there are far greater risks in our denial of utopian thinking, for our fictions of utopia are inescapably bound up in our understanding of political reality.

We get the term from Thomas More's book Utopia published in 1516, more than half a millennia ago. It is significant that 'utopia' is Latin for 'no place'. The description of the island of Utopia is the focus solely of the second part of the book, with this discussion framed as accounts of newly discovered lands by More's fictitious traveller, Raphael Hythloday (whose surname can be translated "purveyor of nonsense"). It would have been quite clear to any reader of More's book - which was written in Latin - that we are not meant to have taken the description of the island of Utopia as a blueprint for social perfection. That is why Utopia is 'no place', and Hythloday a speaker of nonsense. But More means for us to think philosophically through these fictions - indeed, he is playing with Plato's Republic throughout, and does not hide this fact at all. Through Utopia, More invites his readers to think about the political problems of 16th century Europe.

Neither should we assume that those insights have nothing to say to us today. Consider this quote from Hythloday:

Though, to speak plainly my real sentiments, I must freely own that as long as there is any property, and while money is the standard of all other things, I cannot think that a nation can be governed either justly or happily: not justly, because the best things will fall to the share of the worst men; nor happily, because all things will be divided among a few (and even these are not in all respects happy), the rest being left to be absolutely miserable.

What's more, More has no expectation that what is being imagined will come to pass, and his fictionalised version of himself remarks in the story that "except all men were good, everything cannot be right, and that is a blessing that I do not at present hope to see." Thinking about Utopia, no place, is an opportunity to think differently about the real political world that we live in. So it was for More. And so it remains today.

The inevitable consequence of this recognition is that 'utopian' thinking (whether in a negative sense or otherwise) is not solely concerned with thinking about the future, but also manifests in our thoughts about the present or the past. For instance, if we view the industrial revolution in positive terms - focussing, perhaps, upon the benefits it brought to the middle class - this is a utopian interpretation of these events. We might just as plausibly look back on the industrial revolution in negative terms - as the acceleration of wealth disparity, or as the instigation of technocracy and escalating environmental harms. Indeed, one reading of the Scouring of the Shire at the end of Return of the King is precisely as this kind of accusation.

Our entire relationship with the political worlds we live in requires our imagination, as I wrote about at length in Chaos Ethics. It follows that our own utopias - whether or not we been able to express them in words - govern our thoughts about politics, because these ideal visions of how we might live are the yardstick by which we judge how we live together. We can choose to interpret the historical transitions that preceded us as utopian (as in the previous example with the industrial revolution) or we can choose to judge our present situation against our utopias (as every proponent of social reform does), but we have no way of thinking about politics without relying upon our own utopias as a point of comparison.

In a sense, what divides different political factions from one another is precisely their different utopias. Do we see utopia in an idealised past? We lean to the right. Do we see utopia in a soon-to-be-attained future state? We lean to the left. Do we lament the nonsensical demands of both left and right? We are a cynic, and have abandoned our own desires for utopia as unattainable. Yet still, we will not have escaped our utopias. Nobody can. Our imagined perfections are the very bedrock of our political judgement. When we truly appreciate this, we might even be thankful that there is no escape from our own utopias. Then, perhaps, we might try to choose utopias worth imagining.

For Chris Billows.


A Study in Psylocke

A Study in Psylocke was a short two-part serial that ran here at Only a Game from July 5th to 12th 2016. Effectively a sequel to Corporate Megatexts, it examined the relationship between the different comic series that featured Betsy Braddock (who becomes Psylocke), the circumstances in the Marvel offices surrounding her transformations, and the challenges involved in bringing such a racially ambiguous character into the X-Men movies.

The two parts are:

  1. Betsy Braddock
  2. Olivia Munn

If you enjoyed this serial, please leave a comment. Thank you!


A Study in Psylocke (2): Olivia Munn

Munn as PsylockeLast week, I discussed the circumstances surrounding Betsy Braddock A.K.A. Psylocke both inside the fictional world of the X-Men comics, and within the offices where her stories were created. This week, I want to pick up this megatextual odyssey by turning our attention to the big screen narrative offshoot established by 2000’s X-Men. After two successful X-Men movies, Bryan Singer walked away to direct the disappointing Superman Returns, leaving Brett Ratner to complete the original trilogy with the choppy mess that is 2006’s X-Men: The Last Stand. One of the bit parts in that movie is a mutant called (so the credits claim) Psylocke, played by Meiling Melançon. You could be forgiven for not connecting Melançon’s character to Betsy Braddock, however, or indeed for never noticing her at all. In a very practical sense, the opportunity to bring Psylocke to the big screen was still substantially open.

 

Enter: The Munn

We come at last to Olivia Munn’s role in our story. She was auditioning for the role of Vanessa for Deadpool when somebody (nobody seems clear who) spotted the potential for Munn to play Psylocke in X-Men: Apocalypse. Another significant ambiguity is whether Psylocke had been written into the screenplay for that movie by this time, as she wasn’t originally part of the plan. Indeed, the Fourth Horseman would have been Xavier, a plan that began to feel hollow during production, since James McAvoy does very little in the final act of the movie beyond whinging. So a mutant character needed shoehorning into the story to make up the requisite number of minions for the dullest of all X-villains, Apocalypse. Whether because Munn had been auditioning for a role in Fox’s branch of the Marvel movie megatext and an opportunity was spotted, or because Psylocke had already been chosen to plug the gap in the story (which seems less likely), Munn was thus brought into the production.

This helps explain in part why Psylocke has so little backstory in the film, and very little to do other than provide another foe to fight in the rather flat final act. But the other side to this coin is that it would have been highly difficult to provide any context or origin story for Psylocke for the reasons explored last week: Betsy’s character is a clunky amalgam of three separate storylines,  the Captain Britain continuity from Marvel UK, the original Psylocke character that brought her to the US comics, and the Jim Lee-designed Lady Mandarin Psylocke who has lost all the vulnerability and ambiguity of Betsy’s previous incarnations and serves as yet another kick-ass anti-heroine to throw on the pile of scrappy new characters added to the X-megatext by the future Image artists (e.g. Gambit by Lee and Claremont, Cable and Deadpool by Liefeld).

Adding Psylocke to the already crowded story-space of Apocalypse must have presented director Bryan Singer with something of a conundrum. There wasn’t enough narrative space to do justice to the characters they already had, especially since Singer set himself the task of getting a solid X-Men team together by the close of business but had only Beast, Professor X, and Havoc left in play at the end of Days of Future Past. (I’m not counting Mystique, whose role has been utterly transformed in the movie megatext from second string villain to full-on heroine through the sheer popularity of Jennifer Lawrence). There was no plausible way anything substantial could be done with Psylocke. So what to do?

The first play in circumventing this problem was a stroke of simplistic genius: Singer announced Munn’s casting on Instagram by saying:

Excited to welcome @oliviamunn as Betsy Braddock! #Psylocke #XmenApocalypse #XMEN

The key point here is that he announced that Munn would be playing Betsy Braddock, which was not strictly the case. The credits to Apocalypse report only that Munn’s role is Psylocke, which is also the only name that is ever used to address her on screen. So here we have a situation whereby if we take solely the movie as our source of canonicity, Singer’s announcement is either incorrect, or a lie. But of course, the ultimate source of all canonicity in anything licensed from the X-men comics are the comics themselves – these are always serving as subsidiary props in the background of the ‘games’ being played by those who are watching the movies whenever they possess the relevant background knowledge of the comics, a complex form of play I explored in “What are we playing with? Role-taking, role-play, and story-play with Tolkien’s legendarium”.

 

Playing with the Backgrounds

When creating high-profile derivative works from a corporate megatext, you have unusual choices. As long as nothing in the foreground narrative (the X-Men movies, in this case) contradicts an element of the subsidiary text (the comics in this case), the ‘players’ of the movie are free to establish the viable narrative connections in their own minds. So as long as Psylocke as presented as having plausible continuity with her comic progenitor, fans of Psylocke are free to inject her backstory into their experiences of the movies along whatever lines of imagined adaptation they want to apply. Movie-goers without the knowledge of the source megatext are excluded from this game, of course, but to them Psylocke is just another bit player in a film franchise that is packed with such throwaway extras – just look at first draft of movie-version Psylocke in X-Men: Apocalypse.

Now whether through agreement with Singer or just brilliant PR instincts from Munn or her agent at EBA (most likely through Munn’s own well-developed geek-sense), Munn takes the gift that Singer provided the fans by publicly announcing she was playing Betsy (rather than just Psylocke) and spins it into a brilliant piece of extra-textual play. For through a single press interview that was picked up and run through dozens of nerd-leaning internet news sources like Screen Rant, Collider, and Nerdist, Munn takes the foundation Singer had provided and builds upon it every possibility that could be used to support just about every game of canonicity-alignment any sufficiently interested X-nerd might want to play. Here’s a great example:

If Psylocke had a chance to tell her story, it would be great to start with the genesis… I think maybe like right as she’s getting out of university and before her whole family… We jump in right before all of her family is taken out and we have an understanding of what she had to lose. Then her figuring out he powers and how powerful she is. It’s something that I always loved about her. That she came from a good family and lost everything. Yeah, I would just like to tell that story.

Yet of course, if the comics canonicity was to be held faithfully, it would be essentially impossible for Munn to tell that story – for Betsy at this point is a blonde Anglo-Saxon aristocrat. And cast your imagination around how you like, you’ll not find a viable way for the first part of Betsy’s backstory to be comfortably converted to the big screen, nor for that matter for something as offbeat as Mojo and Spiral to be part of the events, nor for that matter the Ninjas-R-Us craziness of the Lady Mandarin story, whether in Claremont’s original form or Nicieza’s retroactive adjustments. Betsy’s story, in its most canonical form, is simply unfilmable. But Fox never needed to offer it on the big screen, because Singer and Munn had managed to offer fans a chance to play this game themselves, without creating any complexities for the film franchise.

In no way am I impugning Munn’s honour in drawing out this strange and wonderful side story that hangs ethereally off both the comic and the movie megatexts, bridging the two without ever having to establish anything substantial. Even if it is taken that the above quote invites the inference that Munn is falsely claiming to have read the Marvel UK Captain Britain stories (which she could not have done directly as they were UK-only) no US nerd could viably indict her since they too, like Munn, must have picked up this backstory from secondary sources, of which there are an endless supply of options, from trade paperbacks to internet databases. Honestly, I admire the way Munn managed to generate such incredible publicity from nothing more than the appeal of canonicity and the faithfulness of X-fans. I challenge anyone to find such commitment to a frankly minor acting role in any other corporate megatext adaptation ever.

But because of Psylocke’s canonical history, it would have been impossible for Munn to ever portray Betsy’s backstory without transforming it to the point that it was no longer canonical, thus breaking with the faithful community that care about such matters. All that could be done was to hold out a hope, a carrot of possibility, that would enable fans to create their own bridging stories in their minds. Precisely because storytelling with corporate megatexts concerns a manifold of practices, a set of different ways of drawing connections across impossibly distinct continuities, the satisfaction of the fanbase has become a vital corporate practice whenever adaptation is in play.

The management of the kinds of possibilities I have outlined here are now absurdly big business – a billion dollar business, indeed – and the risks of a misstep cannot simply be ignored or taken for granted. We geeks have a strange kind of powerful powerlessness: we were essential to the initial commercial success of any and all comics that come into contention for adaptation, and we are equally central to the hype-making and cross-megatext story-weaving practices that accompany transitions into television and film. Yet, we are also expendable, in the sense that satisfying the punters in the cinema or the binging box-setter is vastly more important to on-going commercial success than placating fanboys, fangirls, or other kinds of fan-entities. While it’s true that the corporations need us more than we need them, for those of us whose imagination and loyalty is bound to contemporary megatexts, the dependencies are far harder to unravel.

More nonsense soon.


A Study in Psylocke (1): Betsy Braddock

Captain Britain No13.borderWith X-Men: Apocalypse now leaving the movie theatres having pulled in decent box office returns but lacklustre critical response, the future of Olivia Munn as purple-haired mutant miscreant Psylocke is currently a matter of speculation. Here is a situation where the demands of adapting from a corporate megatext into a substantially more commercially valuable subsidiary megatext create subtle and awkward pressures. Psylocke, now a fan favourite in the comics, has a long and complex history that vastly predates her transformation into the Asian character that Munn was a fit for – and Betsy Braddock, who becomes Psylocke, was in no way Asian, and indeed, was resolutely and inescapably Anglo-Saxon British. What are we to make of this strange collision of ethnicities, and what can it tell us about contemporary megatexts?

 

Psylocke in the World of Marvel Comics

The choice of Olivia Munn to play Psylocke on the big screen is an act of casting genius on behalf of either Ronna Kress or Roger Mussenden, or one of their minions. Not only is Munn the spitting image of recent forms of the psychic knife-wielding fan favourite, the complex web of cultural forces bearing upon Munn’s childhood provide a plausible means of dismissing just about any ethnic argument that could possibly have been advanced against this casting decision. I wrote recently about Jon Tsuei’s objections to the casting of Scarlett Johanson as Ghost in the Shell’s Major Kusanagi as part of the Corporate Megatexts serial. The issue there was the casting of a non-Asian actress in a quintessentially Asian role, and the corresponding undermining of authenticity this engendered in the community around Ghost in the Shell. In the case of Munn’s casting, however, the Gordian knot that exists around Betsy Braddock provides no viable means for any equivalent complaint to be levelled.

But there is still a potential authenticity crisis surrounding the transferral of Psylocke to Fox’s cinematic adaptation of the X-comics megatext, and it is one that has been handled with either ingenious strategy or great luck on behalf of prodigal director Bryan Singer, the founder of the movie branch of the X-Men narrative tree. At its heart lies the problems entailed in taking a character whose backstory in the source materials is utterly unadaptable to a movie format, and which includes within it an ethnicity conflict that would have generated substantial furore had it occurred anywhere but pre-internet comics. Actually, that’s not strictly the case: there was an internet at the time, but it was largely only accessible to elite computer nerds, and it was substantially before its mainstream adoption, and certainly before internet nerds were a community with a power base that needed to be wrangled. Before we can adequately explore this topic, however, it is necessary to recap the rather strange biography of a character who had very little fan support before her transformation into ‘psychic ninja’.

Betsy Braddock debuts as part of the 1970s line up of comics published by Marvel UK. There is very little talk about this offshoot of Marvel Comics, which is unfortunate as incredible work was done by writers such as Pat Mills, John Wagner, Alan Moore, Grant Morrison and Dave Gibbons on the Doctor Who magazine (which, under a different publisher, continues today), not to mention in original stories never printed in the US for Star Wars Weekly by Archie Goodwin, Chris Claremont, Michael Golden and, once again, Alan Moore. But the lasting legacy of these unique British comics in Marvel’s superhero megatext is the creation of Betsy Braddock, who will eventually become Psylocke. Betsy, it should be clear is British… indeed, English, and a daughter of the aristocracy. Chris Claremont, writing for Marvel UK, added Betsy to Captain Britain (another UK-only title) in 1976. Her notorious purple hair begins as a dye in 1983, in a storyline by Alan Moore and Alan Davies, and she goes on to have a stint as Captain Britain in one fateful Alan Davies issue from January 1986 (pictured above), long before Marvel US took a penchant for gender-switching key characters. It ends badly for her, and she loses both of her eyes.

Claremont, never one to waste a loose end, rolls Betsy back into his run on Uncanny X-Men in the back end of the 1980s. In October 1986, nine months after Davies had left her blinded and broken as Captain Britain, Claremont and Davies remake the character via the second annual of The New Mutants, marking her first appearance in the US marvel comics, the creation of her new identity as Psylocke, and the changing of her natural hair colour from blonde to the trademark purple. The transformation is pure comic book hokum, and happens as a result of tinkering by Mojo and Spiral, two wonderfully peculiar extra-dimensional villains created by Ann Nocenti and Arthur Adams the previous year. But the strange creation of telepathic plot device Psylocke out of Betsy Braddock is dwarfed in weirdness by her metamorphosis into Lady Mandarin as Claremont’s contribution to the 1989-90 Acts of Vengeance crossover. Marvel’s bottomless bucket of ninjas, the Hand, somehow remake Betsy into a Japanese psychic ninja (later retconned to a body swap by Fabian Nicieza in 1993), making her one of very few fictional characters to have changed ethnicity. It is this that establishes the utterly English Betsy as now definitively Asian (specifically, Japanese), and kicks off a previously unprecedented popularity for Psylocke.

 

Psylocke in the World of the Marvel Offices

The circumstances of the ethnicity transplant that made Psylocke’s career are a source of tremendous speculation, and particularly because it involves one of the most pivotal writer-artist encounters in comics history. Many fans suspect that Korean-American artist, Jim Lee, who was the artist on the X-Men’s Acts of Vengeance issues, somehow pushed for the new look Psylocke. But this isn’t entirely plausible. Lee was 25 in 1989 and a virtual newcomer to comics while writer Chris Claremont was 39 and had worked on Uncanny X-Men for an unprecedented 14 years at that point. (Claremont’s work on these comics had vast influence on other writers, not least of which upon future nerd-god Joss Whedon.) Claremont and Lee had first worked together on issue 248, when regular artist Marc Silvestri wasn’t available, after which Lee returned to replace Silvestri for the three issues in question. Interviews with both have failed to reveal any way in which Lee influenced Claremont, and it’s unlikely he did: Lee was a newcomer and Claremont was a legendary veteran; at this point in time, Claremont would certainly have been in the driving seat.

Examining the construction of the panels in issues 256-258 reveal great attention to details that clearly come from Claremont’s plotting – such as detailed references to Betsy’s earlier life and the dream-twisted inclusion of Mojo and Spiral, all of which demonstrate connectivity to the longer narrative arcs Lee would have known little or nothing about. Clearly, Claremont was in control of the storytelling at this time, yet he would certainly have seen Lee’s sketchpad, and would have had a sense of the new artist’s strengths. It seems far more plausible to surmise that Claremont created the Lady Mandarin plot as a vehicle for Lee’s talents. Allegedly, Psyclocke would have reverted back to her Anglo-Saxon body soon after – but the popularity of the character as drawn by Lee was too great for a reversion, or for matters to remain the same as they had been at Marvel. Lee was soon signed on as the regular artist, and he (and other talented artists such as Todd McFarlane, Rob Liefeld, and the aforementioned Marc Silvestri) began to be recognised by new Marvel comics X-titles group editor, Bob Harras, as critical to the growing popularity of the franchise.

Psylocke thus becomes a symbol for the transformation of Marvel Comics at this time, precisely because her radically more popular post-Lee poster-art form usurps some of the narrative control from established writer Claremont. Claremont and Lee produce the first three issues of new hyperbole free X-Men in 1991, after which Claremont quits, citing a lack of support from Harras whose mandate was to keep their new hotshot artists happy so that sales could continue to build. The first issue of X-Men is the highest selling comic of all time – because Marvel printed five different versions of it, and foolish fans (including 19 year old me) bought every version, thinking they would grow in value like other number 1 issues in the past. Marvel sold 8 million copies, mostly five at a time to befuddled nerds with a sketchy grasp of economics. Afterwards, not only Claremont but many of the fans left because, like me, they felt manipulated and used, and no longer wanted to support Marvel’s lust for profits over storytelling.

Despite the compromises that Harras made to try and keep Lee and the other artists at Marvel, they all eventually broke away (in what has been dubbed, in tribute to the awful crossover names of the time, ‘the X-odus’) and founded Image Comics, a revolutionary artist-owned line of comics, which with the exception of McFarlane’s Spawn did not have a great deal of commercial power until Robert Kirkman and Tony Moore’s The Walking Dead in 2003. Lee may not have enjoyed tremendous success with his Image title, WildC.A.T.s (which always felt rather too much like a second rate X-comic clone), but his nearly limitless popularity with fans ultimately led to him becoming co-publisher at DC Comics in 2010, effectively taking the top job at Marvel’s biggest rival. (Bob Harras, who had joined Lee at his Image company, Wildstorm, was appointed editor-in-chief and Vice President at DC, seven months after Lee was handed his half of the crown.)

Through both her transformation and the circumstances surrounding it, Betsy Braddock, an obscure scion of long defunct Marvel UK, symbolises the transition of Marvel from comics publisher to media corporation, a change that reaches its apex in the Marvel Cinematic Universe. But before Marvel worked out how to effectively monetise their stories through making movies of their own, there was Bryan Singer’s hit licensed film X-Men in 2000. And that lucrative franchise extension is where Olivia Munn comes into Psylocke’s megatextual story.

Next week, the final part: Olivia Munn


Corporate Megatexts

Corporate Megatexts was a serial in three parts that ran here at Only a Game from May 3rd to 17th 2016. It considered the way that we ‘play’ with the fictional worlds of books, movies, and TV shows as if they comprised a single conherent setting and the conflict between authentic expansion of such megatexts and the commercial custodianship required to make this happen. Each of the parts ends with a link to the next one, so to read the entire serial, simply click on the first link below, and then follow the “next” links to read on.

Here are the three parts:

  1. Authenticity
  2. Canonicity
  3. Faithfulness

Special thanks to Chris Billows, Rob Briggs, John Brindle, Geek Boy (AKA Al Swettenham), Scott Gibbens, Auriea Harvey, Alex Hempel, It's John, Matti Karhulahti, Metal Blackbird, Cuchlann, J.P.J. Garvin, Jeroen Stout, Jacek Wesołowski, and Jose Zagal for contributing to the discussions on Twitter that helped shape this short serial.

If you enjoyed this serial, please leave a comment. Thank you!


Corporate Megatexts (3): Faithfulness

Flash Gordon Star WarsThere are just three screenings of the new Star Wars-branded movie left in my city and I'll have survived the new release with my honour intact, and the film unseen. This is a small and entirely personal victory, a test of my free will and my principles. It does not matter to me whether the new film is ‘any good’, because my concerns are not about being entertained... there was never a shortage of ways to be entertained. My concern is about the meaning we make of our megatexts (i.e. fictional worlds with many contributing works), and our relationship to the corporations that own them. I want to examine this topic as a question of faithfulness, which is to say a matter concerning the practices of authenticity (discussed two weeks ago) – and this is categorically not just about ‘being a fan’.

Surviving J.J. Abrams’ heavily promoted Star Wars film was challenging because I actively wanted to see it. I fell in love with the 1977 Star Wars as a five year old (the movie that would later be retitled A New Hope), and although I don’t consider myself a fanboy and have had a love-hate relationship with George Lucas ever since – I endured Caravan of Courage for a start – I never stopped caring about how the Star Wars megatext was being handled. Taking the classic Buster Crabbe Flash Gordon serials of the thirties and cross-breeding them with E.E. Doc Smith’s Lensman space operas, Kurasawa’s Hidden Fortress, and a sprinkling of World War II aerial dogfight movies was a creative masterstroke.

Mind you, it was also extremely inventive to take the Hollywood Biblical-Historical Epics of the 60s as a template for the prequels, and to layer in a positively prescient reflection on US foreign policy – not that anyone noticed. (The Phantom Menace was released in 1999, four years before Operation Enduring Freedom). But errors in aesthetic judgement matter more to audiences than grand designs: Jar Jar was the harbinger of doom both in and out of the fictional universe of Star Wars as far as a great many fans were concerned. As a matter of custodianship, however, the prequels were unquestionably a commercial success, with returns on investment that outstrip Abrams’ movie, and challenging any of Lucas’ films on authenticity grounds seems like a losing prospect. No matter how disgruntled some fans of the original trilogy might have been in respect of the prequels, they were in no position to overthrow the House of Lucas. That particular throne had to be abdicated.

At a more personal level, I have to decide what my relationship with Disney and with Star Wars will be going forward. Working this out involves difficult questions about corporate megatexts, community, and even friendship. Fiction matters, but it can matter for good reasons and for bad ones. My rejection of the newest Star Wars-branded movie was a chance to test my own principles, but it was not just knee-jerk nostalgiarism that provoked me. Disney and LucasFilm owe me nothing as a childhood fan of Star Wars: fans ‘buy in’, they don’t and can’t ‘buy out’ like Disney can. What troubles me here is the sheer extent of my entertainment money going to one creative economy – Marvel, Star Wars, The Muppets, Pixar, Disney Classics... it’s a rare day I find myself in a cinema without paying the Big Mouse these days. Of course, you can say that Disney is just the money behind these productions, and that different creative forces are being funded by them. Or you could take a hard-line stance and simply refuse to pay them (although it’s worth noting that refusing to pay while still watching the movies through piracy still supports the corporate megatexts through indirect patronage and cultural participation).

The commercial power of fiction in our century lies in the megatext, and the corporate powers will always acquire the successful megatexts. There are no blockbuster movies without media corporations (nor AAA videogames and ‘event’ mini-series for that matter), so to reject Disney outright is to give up spectacle cinema cold turkey. Yet I don’t want my son to never experience this media form even if I also don’t want it to be his only experience of narrative media. And I don’t want to have to give up going to see the latest dumb superhero movie with an old friend, for whom each new release gives us an excuse to get together and reminisce about comics from our youth. What I need is a principled way of declining to participate in popular culture, one not based solely upon the mere capacity to entertain.

A few years ago, I wrote about the concept of faithful adaptation in the context of the Peter Jackson movies collectively entitled The Hobbit. Here, the question was the role of the source book in the ‘game’ being played with the movie. Faithful adaptation requires the source materials to accord authentically with the new production (in terms of make-believe theory, for the book to be a viable secondary prop in games played with the film). This concept can be extended to new works: a faithful extension of a megatext is one that offers ‘games’ to be played with any combination of earlier works that are part of the relevant canon. Thus determining faithful works depend upon the notion of canonicity, discussed last week.

Although last week’s discussion focussed on how creative people ended up in the role of ‘arbiter of canon’, it is also clear that fictional canonicity is a community practice. Sole authors wear the crown by tradition; in bigger projects, there are always multiple heirs to the throne, which can be passed down in a family but need not be. It is the ‘players’ of megatexts who determine, through agreement, or rather, alignment, who have this role. It seems as if we want a person to have a claim to Regent of Canon because then there are always answers to the ambiguous questions, as if our imaginative experiences were anchored in part upon them existing outside of us, always offering a final court of appeal. Perhaps we learned this habit from Plato’s view of reality, and if so it would be no coincidence since the nerds who sustain the practices of canonicity are also greatly into the sciences.

This means the concept of a ‘faithful work’ leads to the notion of a ‘faithful community’, and thus of faithfulness. A person displays faithfulness to any given canon when they withhold their support from works that deviate from it (the ones that are heretical, if you will). This all sounds overtly religious, and it should: prior to the twentieth century, the megatexts that nerds fought about were holy scriptures. It is no coincidence that the term ‘canon’ being applied in this context comes from the code of church laws in the Middle Ages. Contemporary usage of ‘religion’ as a derogatory term often obscures the way our religious practices are quintessentially human practices, and as such are shaped by situational factors such as tradition and ideals, whatever their ultimate meanings might be. These practices never go away, but they change – often radically – over the centuries.

So is my resistance to the new Star Wars movie an act of faithfulness? Not exactly. The faithful community of fiction I belong to that grounds my non-co-operation with Disney in this case is not Star Wars but Star Trek. In this regard, it is noteworthy that demands of custodianship could be invoked to explain why Abrams had to ditch almost every aspect of the thematic and moral background to the Star Trek megatext in order to bring it to as wide an audience as possible in the cinema. One of the things that was lost in this popularising move was the ethical role of the Prime Directive, which Roddenberry and his writers created to serve as a surrogate for Westphalian sovereignty by transposing the relationship between nations into the relationship between planets. It is noteworthy that a great many Trekkies and Trekkers do not support this concept in or out of the fictional world they love, since they favour international interventions around the world on ethical grounds that would be judged utterly unacceptable by any Starfleet captain. Here, as with the religious megatexts, there is a notable gap between faithfulness to the works in question and faithfulness to the moral practices they extol.

My own faithfulness to the Star Trek megatext is a key reason I withdrew my support for Disney’s Star Wars. It is because Abrams could not (indeed, would not) faithfully extend the Star Trek megatext (as I outlined last week) that I object to Disney handing him the keys to the Death Star just so he can blow it up. Again. Perhaps the new movie is a faithful extension of the Star Wars megatext for many of those who rejected the prequels – I have certainly heard fans of the original trilogy treating the new movie as if it were akin to the vain promise of mum and dad getting back together after an unpleasant childhood divorce. Most likely Disney’s custodianship of Star Wars is just yet another fork in the canon, creating ever more splintered communities and endlessly propagating the arguments over minutiae. This has been what communities of nerds have done for nearly two millennia, after all, and these days it is at least mostly harmless.

Corporations are not the enemy, but they cannot be our friends, for all the money they spend securing that mythos. They need us more than we need them, and they are adept at getting us to take them for granted. The challenge of twenty first century ethics increasingly entails forging and maintaining communities that are more than merely commercial, and in this regard corporations are indeed opposed to us. They are vested in the commercial communities of so-called late capitalism because this is what sustains them. It also happens to be what entertains us. In so much as faithfulness in fiction might give us reasons to break from the status quo, it could become something more than just pugnacious geeks arguing amongst themselves. My suspicion, however, is that our established loyalty to specific megatexts is a force stronger than faithfulness and authenticity. For myself, at least, I have strived to assert my humanity by resisting the inevitable pull of my childhood nostalgia. It is through nostalgia, after all, that the power of the corporate megatexts accumulates.

A new serial begins later this year.


Corporate Megatexts (2): Canonicity

Star Fleet Technical ManualThe reboot of a franchise has become so commonplace that seldom a second thought goes into pushing the button and burning continuity to the ground. However, for fans and lovers of any given megatext (i.e. fictional world with many contributing works) there is always an expectation of some degree of authenticity to each new addition. In science fiction and fantasy, genres where geeks form the bedrock of support, there is one particular ‘game’ that dominates questions of what is authentic: canonicity.

There is an inherent tension between the commercial viability of a franchise (the value of custodianship) and the demand for authenticity in the adaptation and extension of fictional worlds (last week’s theme). This aesthetic and moral conflict structures the growth and development of all the contemporary megatexts. In cases where nerd culture has a foothold (or indeed, a stranglehold), the question of what is canonical – of which works constitute the canon, or official components – is both fraught and crucial to understanding how nerds approach authenticity. The underlying process of defending canonicity against the impossibility of ever integrating disparate fictional works as if they were referring to a single universe is something I touched upon in Imaginary Games, but in the context of authenticity and megatextual networks it is worth reconsidering the rules of this game.

Last week, I suggested that it was possible to trace the networks for megatexts, and also to detect different games being played with them via disagreements. When it comes to authenticity, the networks foreground the relationship between fictional works and their creators, with the specific practices also varying to some degree depending upon the relevant medium. It is worth starting in books, where the situation is simplest. For any written story, the presence of a clearly identifiable sole author gives that person unprecedented power to establish or deny the authentic, authorised ‘games’ that can be played in our imagination. J.K. Rowling, for instance, is the final arbiter of any question about the Harry Potter universe as long as she lives. This power can be transmitted down the family line – from Frank to Brian Herbert, for instance, or from J.R.R. to Christopher Tolkien – although in such cases the ‘player’ of the megatext can choose to seal the canon, and treat the continuations as apocrypha or secondary texts.

Films, however, are conceptualised somewhat differently. Perhaps because they are inevitably produced by large teams, the mantle of arbiter of canon rarely falls onto an individual’s shoulders. The same pattern applies to TV shows, which are similarly the product of collaboration. In these cases, a ‘claim to the throne’ lies with a number of different people, depending on quite different circumstances. Directors, writers, and especially actors, all have a capacity to assert a claim to authenticity, even though the audience is not bound to accept it. Highlander 2, for instance, has clear continuity of cast but was outright rejected by fans like a failed organ transplant. There was simply too thin a claim to authenticity.

Star Trek is a particularly interesting case, one where multiple competing claims for creative inheritance lead to many available ‘games’, each with their own canon. There are fans for whom only the classic show ‘counts’, and others for whom the five live action TV series form a single megatext, with the animated series as apocrypha. Gene Roddenberry still held the crown during production of Star Trek: The Next Generation, passing it down to Rick Berman in 1989, who lost the throne with the cancellation of Enterprise in 2005.

It’s interesting to ponder what might have happened had Roddenberry died in the 1970s. Would Dorothy Fontana have become ‘Queen of Trek’ by the implied line of succession? It is notable that she is the only writer on the animated show whose work is given merit in canon discussions. She was also the only classic writer brought back to work on the Next Generation. The claims to the throne of canon arbiter become stronger the longer someone has been involved with the megatext in question.

The oddest branch in canon also relates to Star Trek. The technical artist Franz Joseph created blueprints for the USS Enterprise and other starships from the classic show, which were blessed as ‘official’ by Roddenberry. But in the 60s, megatexts were peripheral to media production and corporations were lax about subsidiary rights until Astroboy and Star Wars made it clear that successful monetisation of franchises was about more than the core product. Joseph licensed his drawings to Task Force Games, who then made the seminal tabletop wargame Star Fleet Battles. Canonicity forks here: the Star Fleet universe has all the races and ships of the Star Trek universe (the legal case TSR vs. Tolkien having established that races could not be copyrighted), but this secondary megatext clearly isn’t part of any of the Star Trek canons. Joseph had a disputable claim to the throne, but it remained securely with Roddenberry and Paramount, who became more vigilant about potential usurpation in the future.

When we come to the post-Berman resurrection of the Star Trek franchise, J.J. Abrams did not hesitate to cry “Code zero zero zero destruct zero” and detonate the existing continuity. But of course, this created a gap in the claim to authenticity, a problem pragmatically hurdled by having Leonard Nimoy bless the new movie by appearing in it as Spock. This act did not bridge the canons of the Star Trek megatext, which were irrevocably forked, but it met the minimum requirements for authenticity. In this regard, it is worth comparing William Shatner’s presence in Star Trek: Generations. Fans of the new TV shows were already on board, of course, but the majority of the cinematic audience weren’t necessarily in the same boat. Once again, a bridge to secure authenticity was required – and once again, it was an actor that did it.

It is thus clear that the defuse nature of the manifold of ‘games’ played with corporate megatexts permits extension only by the simultaneous risk of an ‘orthodox’ counter-fan base that rejects the new works and remains faithful to the originals (a theme I shall pick up in the final part of this seial, next week). Tactics to suppress or placate such resistance then becomes part of the corporate task of brand management. Yet it seems as if the role of actors as props in these imaginary games might outrank creators in establishing film canonicity, perhaps because by being on screen they are more prominently associated with the relevant fictional world. That’s why Nimoy had to bless Abram’s all-action, hollowed-out version of Star Trek (which could still be judged inauthentic against any and all prior games of canon up to that point, despite the legal authority of the owning corporation).

When Abrams was also tasked with continuing the Star Wars megatext in the cinema, the mighty G-canon (as LucasArts termed George Lucas’ primary continuity during his reign) represented a cult of resistance that needed to be addressed. In this case, on top of the claim of authenticity granted by securing the original cast (which was vital but not decisive) was the added power of Lawrence Kasdan – Star Wars’ very own Dorothy Fontana, since he co-wrote the latter two parts of the original trilogy. Since fans rate The Empire Strikes Back as the best of the movies, this play was both shrewd and effective. Avoiding the necessity of a reboot, Abrams used the heir apparent to secure his title as pretender to the throne long enough to validate his movie – yet had no interest in claiming the crown. Abrams role was as kingmaker in the consolidation of authority for Disney, whose acquisition of LucasFilm had set up the conditions for a potential ‘Star Wars of the Roses’. It is to the impact of this situation that the final part of this serial is addressed.

Next week: Faithfulness


Corporate Megatexts (1): Authenticity

Kutanagi v JohanssonWhen Paramount announced that Scarlett Johansson had been cast as Major Kusanagi in the live action adaptation of Ghost In The Shell, it launched another outbreak of accusations about ‘whitewashing’ – the appointment of white actors and actresses into roles with a clearly established ethnicity. Comic book writer Jon Tsuei advanced a strong criticism of the casting, not on the grounds of racial politics, but claiming that Ghost In The Shell is “inherently a Japanese story, not a universal one.” What are we to make of this claim, and of the circumstances that led to it?

This incident is an example of a clash of narrative communities, a phenomena that – with a notable exception I’ll save until later – is peculiar to the last hundred years. The reason we are facing these conflicts today can be traced to a serious gap between the aesthetic and ethical values that sustain contemporary media production. On the one hand, the giant global corporations that produce our most popular entertainments are propelled by an ethical and economic commitment to sustain their franchises by ensuring the money they make will exceed the cost of production. This is the burden of custodianship. On the other side is the question of authenticity in adapting or extending story materials, the demand that all materials be faithfully related. Tsuei’s objections to Johannson’s casting is a good example of an authenticity argument.

The problem of custodianship is often dismissed as pure profit motive, yet no-one is going to stump up millions of dollars to make (say) a blockbuster movie without the hope it can take even more money at the box office, or through other channels of monetisation. To be opposed to custodianship is to attempt to opt out of popular culture altogether – something Marxists certainly have reason to do, but that most people do not. The continued production of content is something most seem to view as beneficial, except where to do so would undermine the authenticity of what was made. Conversely, those pushing against the production of further content can appeal to the diminishment of the core materials, which is another argument from authenticity.

The question of authenticity relates directly to the kind of ‘game’ being played with the fictional world in question. We are not accustomed to thinking of films or books as being ‘played’, but whether this term is taken literally or figuratively, the point remains that there are multiple ways a work can be experienced. As I argue in “What are we playing with? Role-taking, role-play, and story-play with Tolkien’s legendarium”, Peter Jackson’s The Hobbit movies are ‘played’ differently by someone who takes them as an adaptation of the book of that name than by someone who takes them as a prequel to Jackson’s movies of The Lord of the Rings. The problem of authenticity is always tied to a context.

Now there may be a temptation here to dismiss the issue of authenticity entirely as ‘subjective’, and a corresponding mistake of thinking that custodianship must be objective since the money, after all, can be counted. But successful custodianship must meet minimum requirements of authenticity lest the franchise be ‘milked dry’, and thus depends upon the very subjective elements that the economic factors are contrasted against. The desire to dismiss the subjective elements of a problem stems entirely from the mistaken assumption that they are infinitely variable, and thus cannot be meaningfully engaged with. However, once it is recognised that the experience of fiction entails different games, we are no longer dealing with the irreducible infinite. We are simply dealing with a manifold of practices, that is a set of different ‘games’.

Just as Bruno Latour has demonstrated that a grounded sociology is about tracing relations, a grounded study of fictional interplay is about identifying the network associated with the practices of the ‘game’ being played. This network includes all the works that form the megatext of the fictional world. This term ‘megatext’ is Charles Segal’s idea for understanding Greek mythology as inter-related, and I have extended this in my philosophy to contemporary media franchises like The X-Men, Star Trek, and Tolkien’s legendarium. The network also includes both the causal ‘players’ of the megatext (“I saw that movie”) and the hobbyists (“I’ve read every issue”), and all the people and companies entailed in creating the original media. The situation is further complicated by the interdependences: the X-Men megatext links to the Marvel comics megatext, and to the broader science fiction megatext, and more besides! The task of tracing such a network may seem insurmountable, but it is nothing of the kind – it is simply (as Latour notes for sociology) that you must trace things carefully, one step at a time.

While short cuts in network-tracing are risky, a subset of the manifold of ‘games to be played’ can be constructed to provisionally interrogate any megatext. In Implicit Game Aesthetics I took the conflicts between aesthetic values (evidenced by the arguments that are stated) as distinguishing between different ways of playing (indeed, of playing anything). I do not think it a coincidence that Latour uses the same method to trace his ‘modes of existence’. The provisional manifold for every megatext is thus the different ‘games’ revealed by the arguments between ‘players’. Some games are disagreements about the values of authenticity, but some are clashes between custodianship and specific values for authenticity.

In the case of Jon Tsue vs. Paramount, this is precisely the case: taking an authenticity position based around cultural embedding as his aesthetic context, Tsue argues that any attempt to disembed Ghost In The Shell from Japanese culture is a breach of authenticity. The unstated counter-argument from Paramount would presumably be that custodianship dictates a lead actress with box office draw. Without Johansson, therefore, there would be no movie. (This argument was indeed traced, on Paramount's behalf, by the Hollywood Reporter.) Supporters of authenticity could argue in such a case that it would be better not to make the film at all than to compromise the faithful relationship of the new work to the rest of the relevant megatext. Here, in brutal simplicity, is the crisis in authentic fiction brought about by the practical dominance of corporations in the ownership of all contemporary megatexts.

Next week: Canonicity


Can Players Have Rights?

1689 Bill of Rights Could there be a viable concept of ‘player rights’, and if not, are there any grounds for legally restricting games?

There have been several attempts to propose a ‘Player’s Bill of Rights’ (e.g. Graham Nelson in 1994, Raph Koster in 2000, Peterb of Tea Leaves in 2004, Ernest Adams in 2005, and Brad Wardell in 2008), but the tendency of these has been to present wish lists of requirements game developers should adhere to, motivated partly by personal frustrations, and partly by professional expertise. Such statements can be exceptionally useful as proposals of best practices for game design or commercial game development, but the ‘bill of rights’ aspect of such manifestos is best understood as an imaginative framing. It certainly helps such claims get noticed, but it does not rise to the level of a genuine claim to rights.

There are two possible ways that we might get clear of this problem. Firstly, we could involve many different players in a discourse on their issues – which will prove intractable in the face of the immense diversity of players, and the vocal bloody-mindedness of certain factions among them. The alternative, which I take up here, is to pursue a concept of player rights from similar philosophical groundings to the US Bill of Rights and the so-called Universal Declaration of Human Rights, namely Kant’s concept of Recht (what I will call ‘the rightful state’ or ‘rightful conditions’). This idea has been a substantial influence in the emergence of what are now asserted as ‘rights’, although it should be noted that the very first Bill of Rights (pictured above) was written in 1689 and reflected the earlier philosophy of John Locke (although this was also an influence on Kant’s work).

It is worth observing that of the above mentioned bills of player rights, Raph Koster’s A Declaration of the Rights of Avatars is closest in form to historical documents of this kind (being partly modelled upon them). But for these kinds of player rights claim to hold up, they must hold up on grounds parallel to historical rights legislature – and this is far from obviously the case, for reasons this enquiry will undertake to make clear.

Ethics vs. Rightful Conditions

Kant divided morals into ethics (which he saw as rational self-constraint) and the rightful state (which concerns civil law). Rightful conditions are distinct from ethics because Kant thought, as many of us do today, that freedom consists in setting your own ends (that is, your own life goals), without being unnecessarily constrained by others.

As Allen Wood explains, it was Kant’s proposal that the only justifiable role for coercion of any kind was to secure the external freedom of citizens – this and this alone is the rightful state for any nation. Kant did not consider it reasonable for anyone to be forced to adopt other people’s ends, since anyone who is constrained in this way is not free. But ensuring that everyone was able to set their own ends in a civil society means protecting against attempts to force other people to adopt ends that are not their own – and the only reasonable use of coercion would be to prevent this.

Such enforcement does not require anyone to adopt any specific end, it merely protects everyone against any such attempts to dominate their freedom. We are only free, the argument goes, if we are free to choose our own ends, our life goals, although we may be rightfully constrained in the pursuit of those ends because some things that we might intend to do would violate the rightful condition (e.g. murdering people who block your chosen end).

It is thus from the idea of a rightful condition that the authority of civil police arises, and also from the rightful state that concepts of human rights develop, to protect against external coercion. This sets the background to exploring the idea of player rights: if such an idea is valid, there must be a rightful condition for games.

The Ends of Games

To begin with we must ask: do we ever possess ends when we play? It is important to appreciate that an end is far more than just something you want. As I explain in Chaos Ethics, ends are imagined future states in your life that you actively commit to pursuing. You may heartily crave an ice cold beer but it cannot be one of your ends – although it could be one of your ends to own a brewery, say.

Either our gaming-ends – to reach Level 70, build a castle, 100% a game etc. – are truly ends in the sense that freedom implies, or else they are something akin to fictional-ends, hence (analogously to Walton’s quasi-emotions) quasi-ends i.e. imagined ends whose meaning occurs solely within fictional worlds and not in everyday life as such. This distinction is not that easy to settle, however. A player may genuinely want to 100% a game, but then lose interest and play something else – or may become so obsessed with World of Warcraft that they drop out of college.

Notice also that some kinds of game are difficult to imagine quasi-ends for – what I have called thin play games such as Dear Esther and Proteus do not afford much room for willing future states, as they are experiential, like other artworks. Similarly, you may want to win at Snakes & Ladders but it is not a plausible end to set, nor is becoming a master at this particular game a particularly plausible end, as it might be (potentially) for Chess or Tetris.

The safest answer is to provisionally treat ends within the fictional worlds of games as quasi-ends that nonetheless can affect the ends we set in life – such as the undergraduate who succumbs to the lure of Azeroth, and thus frustrates his original end to earn a degree. This approach helps us deal with ambiguities about the diversity of player responses to the very same games that should affect our assessment of whether and how players set ends in the games they (freely) choose to play.

Do Games Coerce Players?

For there to be a question of player rights in Kant’s philosophy there must be a possibility of coercion that should be excluded – so we must ask: can game developers force quasi-ends upon players against their will? It is not entirely clear that they can.

In the case of the MMO drop-out, it does not seem entirely reasonable to suggest the player was coerced by Blizzard so much as suffered a personal moral failure after playing their game (i.e. this is an ethical problem, not an issue with rightful conditions). Blizzard, World of Warcraft, and other players who know the drop-out are all implicated in the network of moral agency here, but implying coercion seems to massively overstate the level of responsibility of anyone involved. The same would appear to apply to scurrilous microtransactions that take advantage of frustrated players – they may be ethically questionable, but preying upon the impulses of players does not quite seem to be of the magnitude required to constitute coercion. After all, isn’t this more or less what casinos do?

What this suggests is that there cannot be any player rights based upon this idea of rightful conditions, which is where all our other uses of ‘rights’ descend from (even those older conceptions drawing against Locke). It may be immoral for developers to produce games that take advantage of compulsive tendencies, but it does not qualify as a breach of rightful condition. The developer, on the other hand, does have its ends unrightfully frustrated by players who acquire access to their game via piracy – namely their end of being compensated for their own work. But this was not the subject of this particular enquiry.

No Rights, Many Wrongs

The reason it sometimes feels as if there should be player rights is that some decisions developers make frustrate players and seem thoroughly unnecessary – not allowing cut scenes to be skipped being a classic example (included in both Ernest’s and Peterb’s bills of rights), or using inadequately specified puzzles (as Graham Nelson’s bill of rights argues against).

However, at best we can say that it is bad business sense not to appreciate the needs of players in this regard, and (on the other side of this coin) players ought to be aware that software development is expensive and time-consuming and even small features place significant burdens on developers if they are required to implement them. In this regard, ‘player rights’ as lists of bugbears are not something that can be justified as anything other than advice for best practices. (Of course, this doesn’t mean developers shouldn’t pay attention to such issues, only that they cannot be compelled to adhere to them!)

In other cases (such as with Brad Wardell’s bill of rights), certain specific demands concern the commercial relationship between a player and a supplier that do not actually relate to games at all. For instance, it might indeed be a breach of rightful condition to secretly install hidden software drivers in so much as the individual’s ends regarding being in control of their own computer are being thwarted. But this has nothing to do with playing games.

Issues like this do, however, suggest there might be software rights that could be pursued, depending in part upon the rather important question of whether users are effectively forced to use certain instances of software. Again, this idea lies beyond the scope of this enquiry.

Conclusion

On purely philosophical grounds, I can draw several conclusions:

  1. Games are not clearly coercive, and as such are not a suitable venue for protective rights.
  2. Software (including game software) can potentially be coercive and might qualify as breaching rightful condition.
  3. There is a moral distinction between games that do not cause players to set specific quasi-ends (some of which share kinship with other kinds of artworks) and those that do.

These latter games, where they are especially compulsive, might justifiably be subjected to legal limitations in so much as civil societies restrict narcotics and gambling for similar (moral) reasons – and it could be argued (although I will not do so here) that such things do breach rightful conditions, although this claim is certainly a matter of debate.

Along similar lines, game developers who prey upon players through manipulative microtransactions cannot necessarily be prevented from doing so as a question of rightful conditions – but this does not preclude them from being judged immoral, and as such communities might decide to institute laws to restrict access to such games by (say) age, or some other appropriate criterion.

Such laws would not necessarily be consistent with Kant’s concept of rightful conditions, except where in so doing they clearly protected external freedom. This might be justifiable when dealing with children, who we tend to treat as being more susceptible to external influences, but if we think an adult is sufficiently autonomous to get drunk, we should equally think them capable of being in control of their games. It is not that players have rights so much as it is that players have responsibilities – and not least of all, to themselves.


Galileo the Hero and Other Mythos Histories

Galileo Suggest Jesus was just another human and you horrify orthodox Christians – suggest Galileo wasn’t heroic, and you horrify orthodox Positivists. How do disputes over historical facts possess this power to induce horror?

The inability to bear contradictory conceptions is called cognitive dissonance by psychologists. Recently, we have made watching other people endure dissonance into entertainment – amateur ‘singers’ who become enraged when their lack of talent becomes exposed, or low-income lovers reacting violently when a lying partner is revealed. The experience is disorientating, and can invoke rage in certain cases, yet we all experience minor dissonance on a daily basis in pursuit of a consistent sense of self: the story we tell about ourselves has to be maintained against the ambiguities of life.  We expect to encounter a single consistent story about the world – history – and when this is threatened by rival accounts, dissonance occurs.

In Chaos Ethics, I use the term moral horror to describe cognitive dissonance in the context of ethics – the unsettling or fury-inducing response to incompatible ethical conceptions. Moral horror can be seen in the context of abortion, gay marriage, and many more cases of contemporary political disagreement. My additional claim in this piece is that because we possess moral values concerning truth, clashes over historical questions also evoke moral horror, and this is the reason that contrary historical claims can bring about dissonance. When positivists express outrage at the idea of creationism, for instance, it is because this suggestion transgresses their deeply held moral values concerning truth (see The Mythology of Evolution for this discussion). What on the face of it seems to be a factual dispute becomes a moral conflict: ‘you should not believe this (because it is not true)’.

We need moral horror – it is not something we should wish to eliminate. It is one of the few things that will motivate us to take action against that which we judge as morally wrong. But there is also severe danger any time cognitive dissonance is involved, because we are at the greatest risk of acting unreasonably whenever it affects us (just recall the poor victims of those ‘shocking’ day time talk shows). In the grip of moral horror, we are certain we are right, and cannot – quite literally – imagine how the other view of the world that horrifies us could be in any way reasonable. At most, we can tolerate the other perspective, which is a polite way of saying that we look down on these foolish others and patiently endure their being so obviously wrong. A key part of my purpose in exploring moral horror in Chaos Ethics is precisely to move past this intolerant tolerance, and to achieve this requires a deeper understanding of the role of imagination in morality – and history.

To unravel the moral horror of clashing histories we need to appreciate that our access to the world is mediated by certain imaginative patterns. Joseph Campbell referred to the mythic systems that are tied to lived practices as ‘living mythologies’ and it is the nature of such things that they are indeed lived. Often, this entails a relationship between the practitioners’ ethics and the stories of their mythos (i.e. a specific cultural vantage point, see the chapter on ethics in Imaginary Games for more on this). We cannot, as Jean-François Lyotard and others have suggested, break out of seeing the world through these ‘grand narratives’ – judging them as if we could get completely outside is simply, as Charles Taylor observed, yet another mythic point of view (what might be called the postmodern or relativist mythology). No, I’m afraid we all must imagine in specific ways if we are to imagine anything at all (whether fact or fiction), but as both Campbell and Raimon Pannikar drew attention to, we all have great difficulty in understanding our own mythologies as anything other than truth – and this is the root of the problem to be explored here, because it is this that sets up inevitable cognitive dissonance.

For the purpose of explaining the phenomena under consideration, let us treat any mythos as comprised of two elements – mythos stories that are recognised as stories by those who share them, and mythos histories that are taken as factual. Mythos stories have as their focus their moral content – Jesus’ parables are a great example, or Homer’s Odyssey as a guide to how a Greek warrior must be tempered before he can become a good husband. Conversely, mythos histories are read as informing chronology rather than morality, a key archetype being Jewish genealogies in the Torah (“Abraham begat Isaac” and so forth) that organize the passage of time. Indeed, the Abrahamic traditions are sometimes taken as having ‘invented history’ in the way it is often understood – perceiving time as both passing and consecutive, and also as heading somewhere  (see, for instance, Jacob Neusner’s The Christian and Judaic Invention of History). Homer and (later) Herodotus developed a concept of recording the past narratively, but it is only after Christianity brought Jewish practices to Rome that the mythic dimensions of histories became fully-fledged.

Now the problematic part of mythos histories is that the transition from ‘story’ to ‘history’ implies a move from an infinite space of possibility to a finite space of definite facts. There can be (it is assumed) only one history, or rather there can be only one true history. In those traditions partly descended from Plato’s Greek philosophy (especially Christianity and its offshoot atheisms) this is an especially likely habit, but via the sciences (which grow out of Christianity and Islam, and hence Platonic thought) the trend is now everywhere. What is more, wherever the prevailing assumption is to demand a single true history, there is a temptation for people to treat mythos stories as mythos histories. For example, orthodox Christian sects may recognize parables as ‘just stories’ but the Garden of Eden will be taken as history. This is by no means a given, of course – the majority of Christian groups draw their lines here very differently – but the point remains that the presumed line between fact and fiction becomes blurred within an individual’s mythos.

This phenomena is not constrained to religious traditions, as is usually assumed, but happens just as readily within non-religious contexts. For example, for many positivists Galileo is presented as having defended a suppressed yet true description of the arrangement of the planets (heliocentrism) against the erroneous dogma of the church. However, the records of the same event offer multiple alternative accounts - including that the clergy at the time were the sober scientists in this affair and that Galileo's techniques were not sufficient to prove what he had nonetheless correctly intuited. Similarly, the usual positivistic mythos history requires Galileo as a valiant hero maintaining the truth against the errors of the church – but this account is somewhat undermined by the cynic’s observation that Galileo’s offending manuscript brought trouble for him primarily by portraying his then-ally, Pope Urban VIII, as a simpleton. Woe betide anyone who suggests to an orthodox positivist that Galileo’s downfall was his own arrogance!

We can see in this example why a mythos history is more than just a neutral chronicle of events, and why it is sometimes difficult to separate ‘story’ from ‘history’. To hail Galileo as a scientific ‘martyr’ requires a mythos history that presents him as heroically resisting religious oppression, and bringing forth the world-changing power of empirical observation that is the ‘sacred’ value of positivistic non-religion. This particular episode comes across radically differently from the viewpoint of (for instance) the Chinese, who were never so invested in any specific cosmological arrangement, and who readily adopted Copernicus’ heliocentric cosmos when exposed to it by the Jesuits – and without the significant seismic upheavals attributed to Galileo’s ‘heroism’. This is directly contrary to what is claimed by, say, Luciano Floridi, whose mythos history (presented at a TEDx talk in Oxford) essentially requires Galileo, along with Darwin and Freud, to acquire the grand status of epoch-making scientific iconoclasts fighting religion (a mythos Bertrand Russell helped lay the groundwork for). It is not that this role does not match ‘the facts’ in each case, but rather that the account of these individuals purely as revolutionary is radically incomplete – as would be the case for any history presented solely from a single point-of-view. As the philosophers of the twentieth century never tired of emphasizing, all history is mythic history.

Rather than taking this situation to mark the ‘end of history’, I want to offer a slightly different approach. In Chaos Ethics, I draw against William James and (later, and independently) Michael Moorcock’s image of a multiverse, rather than a universe. This is not the multiverse of quantum physics, however (although Moorcock also helped inspire that), but rather the idea that beings and things experience their own separate worlds, and that none of these worlds can claim to be ‘the true world’ when taken alone. Thus while in an (imagined) universe there is only one true version of events, in an (also imagined) multiverse the facts depend upon the world you are in: it is false in most Christian worlds that ‘Jesus was an ordinary human’, but this is true in any positivist worlds. Crucially, no world-independent account is available in a multiverse, even though there is substantial agreement (at least between humans) about all manner of things. All facts always depend upon the world they are perceived from, but these diverse worlds are congruent in the majority of cases for any given species or entity provided the necessary translations can be performed accurately. Where they diverge, however, is precisely at the fault lines between contrary mythos histories – and these thus become a locus for unresolved cognitive dissonance.

This multiversal perspective is not something that can be expected to attain widespread acceptance since it requires a strong imagination to envisage. But it may only take a sufficient volume of intellectuals to adopt it (or something like it) to radically enhance our diplomatic power, and thus our capacity for effective, peaceful action on a whole host of pressing issues. Orthodox theists and positivists are unlikely to be able to talk to each other effectively – but their moderate colleagues could cross this bridge, and securing that dialogue would go a long way towards motivating substantial moral action in the developed world. By substituting a mythos superset for a singular and exclusive mythos history, the possibility of harnessing moral horror as a transformative influence can begin to seriously emerge. This is a powerful option since, as mentioned previously, it is moral horror that helps motivate reform on ethical matters – but only when it is properly aligned. Up until now, the potentialities of the multiverse have been used mostly for ‘spin’ – to obfuscate and deceive by using the gap between events and the mythic histories that record them solely for partisan gain. We can only speculate at what might be achieved if we began to use it instead as a tool for peace.

For more on moral horror, intolerant tolerance, and how to be a traveller in an ethical multiverse, check out my latest book Chaos Ethics.