META: Notes on a Genre I Love
Lalo Martins
lalo.martins at gmail.com
Thu Mar 5 18:52:51 PST 2009
Here's a reformatted repost.
quoth Tom Russell as of Thu, 05 Mar 2009 16:33:12 +0000:
> NOTES ON A GENRE I LOVE
>
> I. LOVE AND HOPE
>
> I love superheroes. I love men and women in tights jumping on
> rooftops and beating the snot out of each other. I love cosmic
> space-gods locked in millennia-long space-war using space-weapons and
> god-tactics that are as beyond our comprehension as our world is to
> microscopic life forms. I love anti-matter dimensions and worlds
> contained within a single atom. I love grizzled vigilantes fighting
> to take back the streets; I love brightly-coloured celebrities
> protecting the world from aliens, Atlantians, and sinister
> masterminds. I love narrowly-escaped death traps, secret identities,
> kid sidekicks, and arch-enemies who live to fight another day. I
> love giant typewriters and robots and talking apes and impossibly
> ridiculous bits of technology. I love crazy ideas and comedy, gritty
> crime and high-octane melodrama, soap opera and subtlety, science
> fiction and fantasy, pageantry and spectacle: pain and death and love
> and betrayal and honour: life! The much-maligned superhero genre
> contains all these things in one breath; it has room for any kind of
> story, any kind of character, any kind of tone. Compare this to any
> other genre and you very quickly become aware of what a special
> quality this is. King Arthur's Merlin would be out of place in a
> gritty gin-soaked hard-boiled noir story; Travis Bickle should stay
> far, far away from romantic comedy. That's not to say that these
> genres are necessarily set in stone: combine fantasy or science
> fiction with the American West, for example, and you get the Weird
> Western. (And now that I think about it, I'd love to watch a romcom
> about a psychopath like Bickle.) There is some wiggle room and just
> as every art form borrows from every other art form, every genre does
> the same. I'm not saying that the defining features of other genres
> are necessarily limiting; rather, I'm saying that the defining
> feature of the superhero genre is its limitlessness. Partially this
> is because it is a gestalt or bastard genre, a big American Melting
> Plot of tropes and archetypes. But a bigger part of this freedom is
> also a matter of form. While superhero stories can be told in any
> media, they flourished-- and still exhibit dominance over-- comic
> books. And it's not even so much that the special language of comics
> is the best fit for the genre or that the art form itself is "more"
> limitlessness than other art forms; rather, the salient fact I wish
> to highlight is that comics, as they have been published for the last
> hundred-plus years, are serial. Superman comics have been published
> continuously since 1938, but that doesn't mean it's been one big
> constantly-unfolding saga, one interminably-long story piling on
> characters and plot complications. It is, instead, many, many
> stories, often a new story every month, with each story varying from
> its predecessors and descendants in matters of style, substance,
> plot, theme, and tone. And that's the true measure of the genre's
> limitlessness. It's not that you can use it to tell any kind of
> story, but that you can use it to tell any kind of story you want
> about the same characters. That's the power of a serial format,
> which is, it must be noted, markedly different from a mere series.
> Try to shift the tone or type of story from one film in a series to
> the next, for example, and it won't be nearly as successful, as
> Godfather III and the fourth Indiana Jones film can no doubt attest.
> But the superhero genre has even more latitude for these sorts of
> shifts and twists than other works of serial storytelling. While the
> soap opera-- with its unexpected plot twists, secret plots, long-lost
> twins, and unexpected resurrections-- has a surprising amount in
> common with the superhero genre, it often stretches credulity to the
> nth degree as it strives to find a new crisis, anguish, or secret for
> a given character to suffer through that tops the crises, anguishes,
> and secrets they went through three months prior. It gets to the
> point that the audience begins to ask, how many times can someone
> kidnap/impersonate/possess/frame for murder a seemingly normal
> homemaker? (Answer: a lot, apparently.) But because superhero
> stories are about superheroes, who put their lives in danger on a
> regular basis by definition, we're able to suspend our disbelief more
> than we can when following around a society wife. It makes far more
> sense for mobsters, aliens, and deranged maniacs to center their
> psychosis on a man, woman, or robot that's dedicated their lives to
> fighting said mobsters, aliens, or deranged maniacs than it is for
> mobsters, et al. to focus on tormenting Luke and Laura. (Though, you
> have to admit, Luke's pretty bad-ass. You remember when he and
> Scorpio stopped the Cassadines from taking over the world with an ice
> machine? That was awesome!) If it is the presence of the superhero
> that allows the genre to be "more" limitless in terms of tone, style,
> and genre than a soap opera or professional wrestling, the question
> (of course) is begged: what exactly makes a superhero a superhero?
> Is it the presence of certain tropes, such as a costume, a secret
> identity, powers or gadgets? What differentiates a superhero from a
> pulp hero, such as the Shadow, Doc Savage, and Tarzan? These are
> important and valuable questions, and I have the utmost respect for
> those commentators, scholars, buffs, and bloggers who have sought to
> find the answers-- but I must confess that it's not a question that
> particularly interests me personally in my capacity as the author of
> this piece. I know a superhero when I see one, and that's good
> enough for me. I am, however, interested in clearly stating the
> major difference between the superhero story and its exact opposite,
> the anti-superhero story, which comes down to, for me, the other
> major defining feature of the former. In addition to, and
> part-and-parcel of, the genre's aforementioned limitlessness, there
> is also the matter of optimism: the superhero genre is inherently
> optimistic. Even a dark avenger like Batman, standing on a
> rain-swept rooftop as crime and sordidness swirls below him, is an
> optimistic figure. Despite the fact that his fight is hopeless--
> despite the fact that he will never vanquish crime in Gotham City--
> he continues to fight. As one of the smartest men on the planet,
> Bruce Wayne knows that his mission is an impossible one, and yet each
> night, as he dons his cape and cowl, he rededicates himself to that
> mission-- to the idea that he can make a difference. And that, to
> me, is an act of optimism. A life of optimism. People misunderstand
> optimism and cynicism. I had a friend who, when asked which column
> he would put himself in, answered that he was realistic. But
> "realistic" doesn't really figure into it. All of us can and should
> be realistic; every human being owes it to themselves to be a member
> of the fact-based community. Optimism and cynicism has nothing to do
> with "realism"; optimism as I see it really has nothing to do with
> Pangloss and "the best of all possible worlds". Optimism and
> cynicism have nothing to do with the world as it is but with the
> world as it might be. Neither the optimist or the cynic ignore the
> pain and suffering in the world and the capacity for cruelty and
> selfishness in the human character. The difference is this: the
> cynic sees all this and says, it's just going to get worse. The
> optimist sees all this and says, it can be better. We can make it
> better. It won't be easy, but we can do it. Yes, we can. The
> audacity of hope. (My goodness, it's a good time to be an American.)
> It has nothing to do with wishing it better or wearing a "Save
> Darfur" t-shirt. It requires that we acknowledge the reality of the
> situation we're trying to change. It requires action. It requires
> dramatic example and inspiration. And those ideas-- that impulse--
> is at the heart of the superhero and his genre. If the superhero
> story is powered by and functions as an extension of optimism, the
> anti-superhero story is powered by cynicism: we can't do it, it's
> stupid to try, and even if someone had the power to make a
> difference, they wouldn't do it anyway. They would use their power
> to accumulate great wealth. They would terrorize normal people.
> They would kill and rape and maim because there would be no one who
> could stand up to them. They would be fascists. And, granted, if
> superpowers and gadgetry existed in our world, there would be people
> who would abuse that power to base and vile ends. Even in superhero
> stories, there are people like that. We call them supervillains.
> And since most superhero stories and universes feature far more
> villains than heroes, perhaps this bares out the cynic's conception,
> at least by a slim majority headcount. But I refuse to believe that
> all people are slaves to their baser urges. Even without
> superpowers, there are people who do acts of good, who try to help
> others, who try to make a positive difference. People who inspire
> others and people who are inspired by others. And those are the kind
> of people that we should be celebrating. Cynicism celebrates
> nothing, it contributes nothing. It is actually nihilism, and if you
> haven't outgrown nihilism by the age of twenty-two then I feel
> supremely sorry for you. And I'm not saying that I believe in the
> myth of a perfect person, or that I'd find a perfect superhero an
> interesting one. People are complex. They're capable of great good
> and great evil. They are tempted and occasionally they are weak. We
> are driven by psychological motives that aren't always altruistic.
> But as human beings we're capable of being better and I believe many
> of us strive to become better. Superhero stories are about the
> potential of human beings; a good superhero story affirms the innate
> dignity of the human spirit. And that's why it's a genre I love.
>
> II. ENGINES AND SAGAS
>
> When we say something is a serial, we're really referring to two
> not-entirely-separate and overlapping traditions. The major
> Victorian novels, for example, were serialized; they told a finite if
> occasionally sprawling story with a beginning, middle, and end. This
> sort of serial we'll call a saga, as in "tune in next time for the
> next chapter of the continuing saga of [blank]." A saga seeks to
> tell one long story, often ending each installment on some sort of
> cliffhanger or hook to ensure that we do, indeed, tune in next time.
> The other tradition generally relies on self-contained episodes.
> Each episode of Dragnet or Gunsmoke, for example, is distinct from
> every other episode and can be comprehended, understood, and enjoyed
> all on its lonesome. The success of that sort of open-ended serial
> depends on the ability of its writers to come up with new and
> interesting stories, and they are helped or hindered in that effort
> by their ability or lack thereof to build what John Seavey calls a
> Storytelling Engine:
>
> "The idea is that when creating an open-ended series, you include a
> variety of different elements that act to help the writer in generating
> ideas for stories; each of these elements can be seen as a component in
> a 'storytelling engine'... So what elements make up a storytelling
> engine? The basic concept of the series, for starters; Doctor Who... has
> as its concept 'a mysterious stranger has a time and space machine.'
> Then from there, you layer on the main character, with his motivations
> and backstory ('an endlessly curious not-quite-human trickster, on the
> run from his own people who see helping people as a crime'), the
> supporting cast ('a young woman with more curiosity and guts than common
> sense'), the setting ('the inside of the time machine', 'modern-day
> London', 'a variety of alien planets', 'various Earth historical
> locales'), the antagonists ('a variety of evil aliens who seek to
> enslave or destroy people'), and the tone ('light-hearted adventure,
> with occasional forays into horror.') Each of these, ideally, does
> something to help the writer come up with a story or move it along, and
> each of them could be changed in ways that help or hinder the writer.
> (For example, if the Doctor was 'a heavy reader with no interests
> beyond enlarging his vast library', the series would probably have to
> work much harder to get him involved in events.)"
>
> For more on storytelling engines, I would of course recommend looking
> at Seavey's impressive examinations and notes on the various
> storytelling engines in comics and television over at his wonderful
> site, fraggmented.blogspot.com. But, for our purposes, I think
> you've got the general idea, and we've arrived at our two traditions
> of serial storytelling: the saga and the engine. With the exception
> of Victorian novels and older television shows, however, you're
> unlikely to find the two traditions segregated. Modern television
> programs might still pit their heroes against the monster- or
> crime-of-the-week, but each season might take the form of a larger
> "saga". From season to season, subplots unfold and characters grow,
> making use of the best aspects of saga-telling while remaining
> open-ended (and thus-- let's be honest here-- more profitable).
> Superhero stories are especially likely to marry and make use of the
> two approaches, with stand-alone stories and longer arcs combining
> amid an often soap operatic backdrop of supporting characters,
> subplots, twists of fate and reversals of fortune. And, as mentioned
> previously, the special ability of the superhero story to change tone
> and mix genre elements from one installment to the next is just as
> much a result of engine-driven seriality as it is of the
> circumstances of the genre's bastardry. Regardless of how one mixes
> it, creators of an open-ended series absolutely must keep
> accessibility in mind. As Jim Shooter once remarked, every issue is
> somebody's first issue. This does not mean that continuity-- that
> is, the idea that previous stories matter-- should be avoided or
> dismissed, and this does not mean that the seventh part of a
> seven-part epic must stop dead in its tracks to catch the reader up
> with what happened in the last six. What this means, rather, is if a
> reader stumbles across your twentieth episode, he should not have to
> have read parts one through nineteen in order for that story to
> "work". This doesn't mean that one should rely on unnaturally
> exposition-heavy dialogue ("As you know, Wonder Moth, if you don't
> recharge in the Cosmic God-Sack every twenty-four hours, you will
> die") but rather that the reader should always understand what is at
> stake:
>
> Wonder Moth stopped for a moment and caught his breath. "How much
> time is left?" asked Samwise Grubgee. "An hour. Maybe two. I don't
> remember..." "Just hang in there," said Samwise. "We'll get you back
> to the Cosmic God-Sack." Wonder Moth thanked him with a nod and they
> continued on their way. But both of them knew that Flojira was still
> two space-jumps away...
>
> The reader doesn't always have to be told explicitly who's who and
> what's what, but they should be able to follow it. From the above
> snippet, we can decipher that Samwise and Wonder Moth are allies. We
> don't need to be told if they're lifelong friends or erstwhile
> allies; we just need to know that they're apparently on the same
> side. If, in fact, they're not on the same side-- if they're lifelong
> enemies who have temporarily become allied in order to confront a
> greater evil or pursue a common goal-- then we need to know that.
>
> "How much time is left?" asked Samwise Grubgee. "Two hours, maybe
> three."
> Samwise knew Wonder Moth was lying, trying to hide his weakness.
> "Don't worry. I'll get you to your Cosmic God-Sack." "Thanks, Sam,"
> smirked Wonder Moth. "I didn't know you cared." "Oh, I still want
> you dead, no doubt about that," said Samwise. "But I will be the one
> to bring you down, and only when you are at the height of your
> powers. To let you slowly shrink away into oblivion because of some
> accident of your ridiculous biology? Bah. That's no victory at
> all." They started again on their way towards Flojira. "Never
> change, Samwise. Never change."
>
> And, granted, that one probably tilts a little too much in the
> exposition direction, but I think you get my drift: the reader should
> more-or-less know what's going on in any given episode without having
> to read all the previous installments. All salient facts and
> components needed to enjoy an episode should be provided within that
> episode. Each one should stand on its own. There is, however, a
> larger point floating around there: not only should each episode
> stand on its own in terms of being understood in and of itself, but
> each episode should stand on its own in terms of serving as a
> self-contained story in its own right. That is, each episode should
> tell some kind of story with a beginning, middle, and end; each
> episode should have a satisfying conclusion. Now, this is a point
> I've made in the past that has at times been grossly misunderstood.
> I am not saying that each episode should possess a self-contained
> plot-based narrative-- though that often helps. Understanding story
> as "plot" is the simplest and least interesting way to both read and
> write works of serial literature. A story can also be about a
> character. I'm not talking in terms of a character driving a plot--
> though, as Henry James tells us, that is as it should be-- but in
> terms of an episode exploring an aspect of a given character so that
> by its end, some new facet has been illuminated or some new
> understanding has been gained. Regardless of what happens in terms
> of plot-- this could be part three of the four-part final showdown
> between Wonder Moth and Samwise Grubgee-- some central question posed
> early on is answered later on. Even more fruitful for the superhero
> genre, which typically poses questions of morality, of good and evil,
> of life and death, is an episode that tells a thematic story. Each
> scene or character might give us a different slant or idea on the big
> theme that ties the story together. That last bit is important: an
> episode should feel self-cohesive. An episode doesn't end merely
> because the time or page count has expired, but because the story the
> author was telling-- plot-based, character-based, theme-based,
> whatever-- has been completed. And this doesn't mean that a writer
> can't use subplots, though as a reader who wasted many years and
> dollars reading X-Men and waiting for something to actually happen, I
> myself generally eye them suspiciously and urge you, readers and
> authors both, to do the same. But if one has a lot of plot threads
> that must be advanced simultaneously, one or two threads could be
> used to tie it together or drive the character- or themed-based
> story. That thread provides the satisfaction, the sense of cohesion,
> the sense that this episode "counts" for something and that the
> reader didn't just waste their time reading unrelated anecdotes. And
> that, in turn, ensures that the reader returns for the next
> installment-- which is the whole point of writing a serial in the
> first place.
>
> III. THE RIDICULOUS AND THE SUBLIME
>
> As Warren Ellis, Chris Ware, and other cynics will no doubt tell you,
> superheroes are inherently ridiculous. Accepting as a postulate the
> idea that if people found themselves gifted with incredible and weird
> powers that they would use them to fight crime (or commit it),
> there's still the question of code-names, gaudy skintight costumes,
> secret identities, law enforcement agencies and lawful citizens who
> either celebrate or at the very least tolerate the massive property
> damage incurred during your average superhero slobberknocker-- and
> that's just for starters. That's not even getting into talking apes
> and parallel dimensions and, yes, giant typewriters. And, you know
> what? I'll give them that. Absolutely, superheroes and the
> universes they inhabit are ridiculous on their face. But rather than
> seeing that as a liability, or as a reason to endorse "campy"
> material (shudder), I see it as a source of great strength. Like its
> "bastard" origin, it allows the superhero genre to go places and do
> things that other genres can't; the best superhero stories use the
> ridiculous to approach the sublime. No one did this better than Jack
> Kirby. Perfect example: the Silver Surfer. The Kirby creation that
> would become Stan Lee's favourite character (and a point of
> contention between Lee and Kirby) is one of the most soulful and
> philosophical of all superhero characters, unraveling the mysteries
> of the self and the universe as he traverses the cosmos on his
> surfboard. Let's look at that last word again: surfboard. The
> Silver Surfer is a chrome-plated naked humanoid WITH A COSMIC
> SURFBOARD. That we're able to take this character so seriously and
> able to feel his existential angst so potently when he has a frickin'
> surfboard is a testament not only to the skills of Kirby and Lee but
> also to the genre they were working in. Less popular than the Surfer,
> but a character that I and many others take no less seriously, is his
> cousin at Marvel's Distinguished Competition, the Black Racer. The
> personification of death for Kirby's Fourth World, the Black Racer
> soars through the skies on a pair of frickin' skis! Utterly
> ridiculous. Can you imagine Death in the Seventh Seal bearing down
> from the skies on a pair of skis? But Kirby makes it work, for Surfer
> and skier both. I've tried to analyze this for both but been unable
> to on any intelligible or conscious level. And that's because these
> sort of ideas are like a swift punch to our subconscious: their
> absolute ridiculousness defies any rational explanation besides,
> "Awesome!" And that, I think, is what makes them work. The sublime
> is a profoundly non-intellectual place. A religious ceremony, a
> great film (Ozu, Bresson), an aesthetic moment in life: they are
> ideas we have no words for, emotions that cannot be named. Ozu and
> Bresson use the slow accumulation of detail, stillness, silence, and
> a certain formal austerity (see Paul Schrader's "Transcendental Style
> in Film") to get us beyond our conventional intellectual and
> emotional responses to someplace more spiritual. Kirby, being more
> direct and perhaps a bit suspicious of a languid pace, gets us there
> by punching us in the face with the one-two combination of OMAC and
> Devil Dinosaur. The important thing to note, though, isn't just that
> he has crazy ideas but how he uses those ideas. He gets us past our
> intellects, but then he gives us something to think about: the Black
> Racer, for example, is used to bring up questions of death and
> mortality and destiny without (and this is the key to any good art)
> ever coming out and explicitly posing the question. Some writers use
> these sort of whacky ideas to explore some deeper aspect of a
> character's psychology. Who can forget the classic story in Superman
> # 125, in which Superman loses all his powers (all his self, all his
> identity) and gains one new power, to wit, the ability to create a
> miniature duplicate of himself with all his old powers. The
> miniature duplicate gets all the credit, the press, the adulation;
> Superman starts to resent and hate the little creature for making him
> feel, well, small. It is a marvelously complex piece of work, one
> that also apparently greatly influenced Grant Morrison in writing his
> "All-Star Superman" (Morrison being perhaps a modern master of using
> the ridiculous and the insane to take us to nirvana, though I could
> actually do without his metatextualism [blasphemy, I know]). One last
> example: readers of the LNH are no doubt familiar, at least in
> passing, with the classic story Particle Man Annual # 1. Since I've
> written about this story before, I'm going to be extremely lazy and
> just quote that bit:
>
> "It is, essentially, a shaggy dog story, the whole story builds
> until the cabbie gets the girl, starts a rental car agency, and
> sends Boy Lad a letter signed 'Love Hertz'. The whole story's
> really there to support this pun.
>
> "And yet, there's something sad about that pun, it's almost a cruel
> joke on Boy Lad and it magnifies his pain a hundred fold, pain that's
> been built into the preceding text. If it is a shaggy dog story,
> than it's a sad one, it's one with heart. "To me, that's the best
> kind of serious LNH story: one that takes a very silly place very
> seriously, one that treats the very silly people who populate it as
> real human beings that merit our attention and affection."
>
> The same could be said, perhaps, for superheroes in general: it takes
> something very silly very seriously and the end result is something
> glorious. Taking the whacky ideas seriously and using the whacky
> ideas to explore serious things is what ultimately separates
> superheroes from farce, Kirby from camp.
best,
Lalo Martins
--
So many of our dreams at first seem impossible,
then they seem improbable, and then, when we
summon the will, they soon become inevitable.
-----
http://lalomartins.info/
GNU: never give up freedom http://www.gnu.org/
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