Night at the Boxcar

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This was roughly the view you received if you had the privilege of attending the Boxcar Lounge on Wednesday night. The venue was indeed shaped like a boxcar and it was SRO for those souls, like Levi and me, who had arrived from McNally Robinson. (Of that counterprogramming, while John Freeman made a valiant attempt to ask questions of Lee Siegel that would cause him to think instead of fulminate more on his puerile anti-Internet views, the two of us left after twenty minutes. Siegel, as a speaker, has the voice of a semi-squeaky plush toy that still has a bit of air left, but hasn’t yet figured out that the tots have moved on to newer baubles. I had seen this kind of arrogant and opinionated blather before when the speaker had referred to itself as Andrew Keen. So there was no need to subject myself to it again. To offer a small sample: According to Siegel, the Internet is apparently composed of 80% porn. And while it’s absolutely diabolical for people to leave anonymous and hateful comments (as they did for Siegel’s posts at the New Republic), apparently it’s perfectly peachy keen for Siegel to impersonate “sprezzatura” because there is nothing forbidding such a cheap impersonation under journalistic rules. Never mind that Siegel’s shenanigans were hardly transparent and had to be ferreted out by top brass at the New Republic. I took notes, but I felt like I was transcribing a kindergarter’s efforts to discuss Kant’s Critique of Pure Reason based on a one-sentence summary. As such, my notes are not worth reproducing or summarizing.)

You couldn’t get a seat at the Boxcar Lounge. Unless you were one of the smart ones, like Maud and her friend, who arrived early to get a seat. There were many bloggers in the crowd, including Jason, Levi, Marydell, Lauren, and Sarah. It was also a pleasure to talk with Michael Orbach, Jami Attenberg, and a number of other people who I will no doubt remember after I hit the “Publish” button. I’m sorry.

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Besides, who needed Siegel when there was another installment of Jami Attenberg’s Class of 2008 Reading Series going down? This one featured Michael Dahlie reading from A Gentleman’s Guide to Graceful Living, Lynn Lurie reading from Corner of the Dead, and (pictured above) Ceridwen Dovey reading from Blood Kin. Dovey was one of the evening’s standouts. Her reading was quietly intense and suitably genteel, and I am now most curious about her novel.

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And then there was Mr. Sarvas himself, who read from a chapter of his forthcoming novel, Harry, Revised: the infamous incident in the bookstore. The chapter contains a disparaging reference to David Foster Wallace and I felt compelled to cry out a “Yea!” in DFW’s defense. Mark likewise felt compelled to point to me during this moment.

Is Harry, Revised any good? I was a bit hesitant to approach it, as my candor compels me to tell even my closest friends when their work is not up to snuff. But I have read the whole of Harry, Revised and I can recommend it. Mark has ventured down a somewhat unexpected path here, unafraid to have his protagonist enter into uncomfortable territory. The book’s style displays Mark’s clear love for Fitzgerald and there is something of a French farcical feel that permits material that should not work to be executed with a crazed grace.

I am sorry to report, however, that there remains one passage that will almost certainly be nominated for The Bad Sex Award. But you’ll have to wait for a forthcoming installment of The Bat Segundo Show to find out precisely what it is.

Interview with Charles Burns

Four new podcasts were released today at The Bat Segundo Show. And since we’re on the subject of Segundo, what follows is a short excerpt from my conversation with Philadelphia-based artist Charles Burns, who I chatted with during a recent visit through New York.

blackhole2.jpgYou might know Burns’s work from his advertisements or his illustrations for The Believer. But he’s best known as the writer and illustrator of the graphic novel, Black Hole, a compilation of his twelve-volume comic book. Burns worked on this over the course of ten years. And one of its remarkable qualities is the way that it remains remarkably consistent in its tone, despite the fact that Burns saw his two daughters grow up as he patiently put his work together. Black Hole depicts the story of a sexually transmitted disease that afflicts various teenagers in the Pacific Northwest. The work is very much a Rorschach test for the reader. One might infer a parable about AIDS or, if you wanted to get really reductive, innocence lost. Or it can be simply enjoyed as a dark tale of American adolescence gone awry.

Since Burns has conducted many interviews for his magnum opus, the challenge was to come up with a few conversational angles that he hadn’t encountered. But the interview frequently drifted into abstract personal memories when I asked him about a specific facet of Black Hole, demonstrating perhaps that artistic ambiguities aren’t always so easily pinpointed.

Correspondent: You’ve probably seen Vanessa Raney’s really lengthy critical essay of Black Hole, where she analyzes your panels quite in-depth. And I actually wanted to ask you about a comparison she made. She pointed out that Keith, Chris, and Eliza actually represent the same relationship structure in Jean-Paul Sartre’s No Exit. And I wanted to ask you about this. Was Sartre ever on the mind in concocting this narrative? How did the relationship structure begin?

Burns: Boy, that’s a good question. I don’t know that I’ve read the essay that you’re referring to. But there have been some questions asked along those lines before. It really wasn’t an influence or that wasn’t in my mind when I was creating the story. I guess I was trying to create these characters. Two very different types of women. The main character is just coming to terms with the differences between them and his attraction to them. His initial attraction to Chris, a girl that he admires from his biology class, is this very kind of clean-cut — what he thinks is kind of clean-cut. The kind of woman that he’s putting on a pedestal. She’s perfect. But he doesn’t really know anything about her at all in reality, other than just that she seems amazing.

And then he meets a very different kind of woman, who’s very much earthy. Much more sexual. And he finds himself attracted to her, much to his dismay. So the story’s really his coming to terms with his reaction, I guess, to these different women.

Correspondent: But no Jean-Paul Sartre.

Burns: No.

Correspondent: Any literary…

Burns: I would love to be able to say that there’s a good comparison there. But, no, that wasn’t the case.

blackhole1.jpgCorrespondent: Okay. I also wanted to ask you about some of the anatomical close-ups throughout Black Hole. They remind me very much — in addition to the pustules and the various biological impediments that many of the characters have — it reminds me very much of the sort of World War II venereal disease films.

Burns: (laughs)

Correspondent: I was wondering. What kind of visual references did you use for these particular decisions? Or was it just more of an intuitive choice?

Burns: It was probably more of an intuitive choice. I mean, there’s those things that I grew up that are out there. I think there’s references in the movie to sitting in the biology health class and looking at — learning about sexuality that way. There’s was always this kind of very strange antiseptic situation. I remember one time in biology class, there was — I guess, what do you call it? — a TA. A student teacher. And there was some film on — I don’t know, reproduction. And she showed the first half of it. And then she abruptly turned the film off. And, of course, everybody in the class said, “Oh, keep running it! We want to see it again! We want to see the rest of it.” And she would say, “No, no, no, no.” And finally she turned it back on. And there was this very graphic portion of the movie, where we were seeing an IUD inserted into a vaginal — (laughs)

Correspondent: Yeah.

Burns: And everybody just immediately got very, very quiet and very, very uncomfortable. Because here’s this — suddenly after seeing these very typical movies about “Your Growing Body,” suddenly we were seeing these very graphic representations. It was an odd moment.

Correspondent: Is it something about that period between, say, 1945 and 1975? Was that very much on the mind — in terms of getting this particular look? Or this particular emphasis on close-ups and warts and the like?

Burns: I don’t know. I guess that’s more of a personal thing. I guess that’s just how my brain works or thinks. Those were the kinds of images that were coming up. Again, it has to do with all the things that you’re subjected to and that you come across from that time period. But nothing as thought out as that, no.

Correspondent: So really it’s more of a personal intuitive experience that you’re drawing upon here? I know…

Burns: That would be a better description.

Correspondent: Yeah, because this leads me into another question. I know that the yearbook photos, or rather the photos on the inside cover, were taken from your own yearbooks.

Burns: Yeah.

Correspondent: And this leads me to ask you about how much of what is in Black Hole is taken from your personal experience, and where do you imagine certain details. I mean, certainly, the disease which plagues all these various people is imagined in some sense. But I’m wondering, in terms of the more personal observations, were these taken more from anecdotes? Were these imagined? On what level did you feel the need to draw upon real life and your own instinct for reimagining behavioral scenarios?

Burns: I mean, my situation growing up was a much more benign situation than what I’m depicting. I mean, there were internal struggles that I was going through, that I think everybody goes through during adolescence, that seemed extremely dramatic and extremely heartrending, difficult times. And I guess I was trying to depict that. What those feelings were. The kind of internal struggle that I was going through.

There are certainly situations in the story that are drawn directly from my life. I never met a half-naked girl with a tail.

Correspondent: (laughs)

Burns: I would have loved to.

blackhole3.JPGCorrespondent: Wouldn’t we all really?

Burns: That never happened. My existence was much more sedate and pedestrian, I suppose. But again, these sorts of things were brewing in my mind. My sense of not fitting in. My sense of this kind of internal horror that I was feeling in a lot of situations. Whether they were anywhere near…

Correspondent: Well, in terms of personal experience vs. what you observed, I mean, it seems to me that personal experience is more the motivating impetus for what you put into Black Hole more than anything else. If what I’m understanding you to say is correct. Were you more of an observer or were you one of those types of people?

Burns: I was one of those types of people in varying degrees. Someone was asking me the other day, “Were you a punk?” I was there in all those concerts participating, but I never shaved my head or carved a swastika on my forehead. But yeah, I was there. I guess that’s what I wanted to do too — in the book, talk or just have a realistic look at the times I was growing in. There’s moments in there, even though they’re very sedate, that are very horrific to me. To be sitting in a room for four hours listening to Pink Floyd’s Dark Side of the Moon get played over and over, and sitting around with a bunch of guys for hours and hours, is horrific to me.

[The full interview will appear in a future installment of The Bat Segundo Show.]

The Video Game as Art

In 2005, film critic Roger Ebert ruffled a few feathers when he suggested that because video games require player choices, games are therefore an inferior medium:

To my knowledge, no one in or out of the field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers. That a game can aspire to artistic importance as a visual experience, I accept. But for most gamers, video games represent a loss of those precious hours we have available to make ourselves more cultured, civilized and empathetic.

bioshock.jpgI can certainly agree with Ebert that video games are, for the most part, showcases for the latest gaming engines, primarily designed so that the individual will drop hundreds of dollars for a next-generation console system or a needlessly expensive video card that will be outdated in a few years (only to be replaced by yet another). We are now in the nickelodeon days, although, as the Wii demonstrates, the game controllers are getting more interesting. But this multi-billion dollar industry is less concerned with the human experience than it should be. It has come close with the Civilization games and the Sims offerings, and may come even closer with Will Wright’s much delayed Spore, an ambitious god game that permits the player to develop a cell and then control the natural development of this cell into a species, and then further manage the species as it plunges into space exploration. I’ve lost many hours feeling an ignoble cathartic thrill when fragging a junior-high schooler who, like me, should probably be reading a book. But I can justify my shameful vicarious pleasure by knowing that this is a medium that has yet to produce a Battleship Potemkin or a Birth of a Nation.

To suggest, however, that the video game will never find the same gravitas as cinema is to fall prey to same prejudicial thinking with which intellectuals once castigated cinema in the early 20th century. Let’s not forget that it took the motion picture around thirty years of technological developments before it was considered more than a gaudy amusement. And we have only just passed the 30th anniversary of the Atari 2600.

This New York Times article from September 7, 1913 suggests that the then primitive motion picture was, like the contemporary video game, very much about delivering spectacle to a mass audience. George Kleine, one of the key people who established the film industry in the United states and who had just made a cinematic adaptation of Quo Vadis? with a cast of 3,000 people (then an unprecedented number), is quoted in an eerily comparable manner about the future of the medium”

“I have plans for the future which make everything I have done so far seem to be mere child’s play. The educational end has not begun. Motion pictures will not supplant books in the public schools, according to my opinion, but they will revolutionize our educational system. Instead of being bored, the child will enjoy learning by object lessons conveyed by the use of moving pictures.”

ffever.jpgReplace “motion pictures” with “video games” and you essentially have what’s reflected in this 2002 BBC News article, in which a study reveals that games are not a substitute for books, but a way to help children learn. And if, like me, you grew up playing Fraction Fever (the ROM is here, if you’re an emulator geek) or any of the other Spinnaker titles, perhaps there is some credence to these theories.

There is also this commentary from the 1913 article:

There are many pictures being thrown upon the screen every day which, although not really harmful, possess no merit. Some are positively ridiculous, and portray scenes both unnatural and unreal. It is not to be expected, however, that with the demand for films exceeding the supply every production should be perfect.

It seems to me that Ebert’s Grumpy Old Man routine was published in newspapers a century before. The medium is the only thing that’s different.

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Jason Rohrer’s surprisingly touching game, Passage, freely available for download and released a few months ago, quite easily destroys Ebert’s thesis that the video game is incapable of poetry. Rohrer achieves a unique poetry both in limiting the player’s perspective to a 100×16 window and through the deceptively simple manner that he has designed this game for the player. Play the game once and you will follow a strapping young man from left to right. He finds a woman along the way. A pixelated heart soon follows. As the man advances further along this horizontal tableau, he (and his sweetheart) begins to age. He goes bald. As he continues to age, his position on the axis shifts further to the right. Near the end of his life, he is hobbling. Then a tombstone crops up. The End.

Or is it?

The game isn’t limited to left-to-right movement. Play the game again, press the down arrow. and you will find yourself exploring a maze below the top, collecting many stars and stumbling for a way out. But with this simple design, Rohrer has done something very interesting. If you choose to fall in love with your sweetheart, the two of you can only explore certain areas. Because with your partner in tow, you collectively take up a wider space and can only fit into specific territory. If you choose to go through this life solo, then you’ll be able to collect many of the stars denied you and your sweetheart, but you may get lost in the maze and be unable to find your way back to where your sweetheart waits.

If Passage is not quite the video game’s answer to The Waste Land, Rohrer’s poetic game demonstrates that independent developers can in fact use the form in favor of human experience. Rohrer’s lo-fi approach is a welcome response to high-end graphical tentpole operations. I found myself thinking of all the choices I had made over the course of my life and wondered how I would have turned up if I had made slightly different decisions. Contra Ebert, I did indeed find the experience to make me more curious and empathetic about the human condition. (And this would appear to have been Mr. Rohrer’s objective.) This was something that no amount of fragging had inspired.

If all this sounds fishy, well, the game simply has to be played. Like any work of art, it is something better experienced than talked about. And it requires that superannuated naysayers keep open minds.