Review: V — “Pilot”

I was too young to watch/remember the original V miniseries/ongoing series, but I learned the basic premise growing up as a geek.  I’ll be talking about stuff that constitutes as spoilers, but not really, as ABC is foregrounding the ‘Big Sekrit!’ of the V’s identity even in the previews.  Most of what I’ll talk about is the not-hard-to-find Vs = Obama reading.

The leader of the Vs is played by Morena Baccarin, a Brazillian woman whose looks are easily pushed past beauty to the edge of the uncanny valley, her mixed-ethnicity background easily positioned as ‘exotic’ from a US-American gaze.  All of the Vs who are seen in the public eye would count as attractive, and even in the pilot, the Vs are leveraging attractiveness into manipulation (one sub-plot features the FBI-Agent lead’s son being attracted to a female V played by Laura “Supergirl” Vandervoort).

The Pilot episode gets all the way to the ‘Vs are actually Lizards and trying to take over the world’ stage, with Elizabeth “LOST Juliette” Mitchell and Joel “4400” Gretsch as FBI Agent and Pastor who are witness to a V attack on a word-of-mouth group spreading word of the Vs’ real agenda.

A note — unless you go in looking for the Obama = V reading, it may be rather easy to miss/not think of it.  It’s not that the show pounds you over with it.  The show’s pacing is strong (stronger than the original miniseries in the equivalent section that I watched), and goes quickly to the ‘The Vs are tricking people, time to fight back!’ stage of the story, where our two adult leads will develop a resistance, with assistance from another lead — how quickly he’ll connect with the group is hard to tell.  Interpersonal conflict will come from the FBI Agent’s son getting deeper in bed (literally) with the Vs and refusing to accept mom’s warnings/explanations of the V’s villainy.  This is exacerbated by the fact that until the resistance can get a V corpse to show the lizard under-parts, they don’t have a very strong case.

It was great to see Alan Tudyk in the show, though I don’t think he’s listed as a full series regular.  He brought a great balance of seriousness and levity to the show, remind us how awesome an actor he is (as if we needed any more reminding after “Briar Rose/Alpha” in Dollhouse.

The new version of V seems to be written and executed in a way that invites an anti-Obama reading. The rhetoric of the pilot episode includes mentions of Hope!  Change!  Universal Health Care! and features a charismatic leader of mixed ethnicity.  There’s an interesting degree to which this version of V is a dream come true for the Fox News Opinion Show crew.  Many of the most outrageous fears about Obama are made manifest in the series — The Vs come with a message of hope and change, with people flocking to them, clamoring to be saved.  The Vs insinuate themselves into people’s hearts, but are secretly not who they say they are and will take over and destroy the world.

Basically, the premise reads like an unused script from the Glenn Beck show with space-lizards instead of Chairman Mao.  The show’s basic premise is much as it was in the 80s series (as far as I know/have read), but it just goes to show that as times change, a story can remain more or less the same but be read very differently.  It seems that the new ABC version of V is specifically written to highlight the Vs as Obama reading (the rhetoric about hope and change and universal health care),

Overall, the Pilot isn’t magnificent, but it is a solid start and I’m interested to see how this version continues and develops like or unlike the original.

Now I leave review-land and go into ‘I’m a writer-land’ — I realize that I’d be as interested or possibly more interested in a series where the aliens really were trying to improve humanity’s lot, with conflict coming from paranoia and quibbling over cultural differences/expectations between the Vs and various US cultures.  Basically, if it were a script from Keith Olbermann/Rachel Maddow instead of Glenn Beck. 😛  A story that highlights the tension between a well-meaning group with technological advantage and an ambivalent community that doesn’t want to bow to cultural demands but does want those technologies.  This presents a different metaphor, more analogous to western humanitarian campaigns in the 3rd world/Global South — where cultural imperialism comes part-and-parcel (intentional or unintentional) with humanitarian aid.

Sadly, this would probably not work as a TV show — it would lend itself much less to explosions and gunfights and the like.

Viva La Wavolucion

I’ve found my way onto Google Wave and am very excited about its potential as a communication/collaboration tool, especially for geeky things.  And by this I’m mostly talking about Role-Playing Games.

Not much of this blog’s content ends up being about RPGs, despite the fact that my M.A. thesis was on tabletop RPGs and I’ve been playing/following RPGs since I was in fourth grade.

Like any new communication technology, one of the first things that people have done with Google Wave, aside from making porn (I can only guess, based upon the general adage) is to see if you can use to it game.  Because when your early adopter set is pretty much geeks, one of the things they’re likely to do when exploring a new technology is get it to roll dice so we can play exciting games of make-believe with our friends.  It’s what we do.

There have been a number of different exploratory attempts along these lines, and I’ll try to create a short round-up here before moving into actual discussion/analysis:

Futurismic

Ars Technica

Game Playwright

The emerging thought is that while Google Wave is in its infancy, its official utility/intended utility is very much up in the air.  The Futurismic post’s title is a paraphrase of Neuromancer, stating “the geek finds its own uses for things.” Much like how Wired commented on how Twitter’s ‘real use’ was decided by its users, Google Wave is being investigated for its various potentials, and Geek communities are pursuing explorations and trails of the technology as a strong next step/sideways development for roleplaying games as collaborative storytelling.

The idea put forward by the Game Playwrights is one of the most interesting, and the one I’ll ruminate upon further.  Using a Google Wave as a persistent artifact of play changes the textual status that of RPGs.  A tabletop RPG doesn’t leave an artifact of play, nor does a LARP.  Each of those could be recorded, by video or audio, but would not represent a polished or total account of the story, instead showing a very fractured account.  But if Google Wave games (or Waveltop, as some are calling them) move towards the ‘script of play’ model that Will Hindmarch of Game Playwrights is suggesting, we may see a move towards RPGs leaving behind readable texts, and this is for me, a very interesting move.

There is certainly already discussion of games past in the RPG community.  From ‘let me tell you about my character’ to game stories like The Gazebo or group-specific stories about how one player is deep in character, using a special voice and cadence, embodying his motions, and saying with a sweeping motion, “Allow me to introduce my cousin”, gesturing to the player of the ‘cousin’ who is in fact…asleep on the couch.  But even the actual play reports lauded in the Forge community among others are less direct than the ‘Wave as script of play’ idea.

If Wave players are using this script of play as their primary narrative reference but are also constructing it in a way that reads like a story/script, this, for me, would make it infinitely easier for players to read about and engage with one another’s stories in a way more consistent with films, television, novels, etc.

Different versions of one module could be combined and sold alongside a module (Buy Keep on the Borderlands, complete with game scripts by the Penny Arcade/PvP teams as well as three other star teams), and moreover, there would be room for groups to emerge as stars/paragons of RPG writing/play moreso than already exists (the stars such as they are tend to be specific game designers, known as designers more than being known as players)  We may even see a re-figuration of the RPG novel.  Could it be that once developed, people would pay to read the polished game texts of well-reputed RPG groups published as e-books/pdfs?  It’s a very different way of monetizing the efforts of role-players, like but rather unlike the efforts of the gaming group who decided their superhero game was taking too much time away from writing and decided to do the Wild Cards anthology novels.

And of course, this need not be monetized, nor is it inevitably going to become monetized.  However, in these early explorations, it’s not hard to see the varied ways that this technology could serve as a breakthrough tool for roleplayers to engage with one another.  It is of course notable that the role-playing done via Google Wave is a notable offshoot of tabletop play, since it will not convey any degree of embodied performance, instead relying on writing as performance,  At least until someone pushes the technology even further and weaves together audio play to cohesive uninterrupted narratives.  (There are a number of podcasts/records of play that take the raw audio of a RPG session and distribute it, but again as said before and restated, the main appeal of Google Wave is the ease with which it allows a seamless narrative text which is both a part of play and a readable artifact that results from play.

I’m hoping to take part in some of this exploration myself, and will comment on that as I can.

Why Defying Gravity Needs to Not Get Canceled

When I first heard about Defying Gravity, I was surprised to see another space show, following the dead-in-the-water Virtuality which went from pilot to TV-movie backdoor pilot to TV-movie that everyone knew wasn’t going to become a series.

Defying Gravity had a number of similarities to Virtuality — ensemble-sized crew on multi-year mission deep into space, their efforts being made into a reality show for people back on Earth, driving off of interpersonal conflict exacerbated by the enclosed space and mission stress.

However, Defying Gravity has a far milder version of the ‘reality show’ aspect, and lacks the virtual reality material featured in Virtuality.  As a result, the show is much more focused — it’s serial SF with episodic interpersonal plot — originally pitched as “Grey’s Anatomy in space” — the show released on ABC over the late summer, but was only aired for episodes before it dropped off of the schedule — ABC has stated that they they are looking for the best time to air the remaining episodes — meanwhile, the episodes have been airing elsewhere, due to the show’s status as a multi-country, multi-network production.

I hope to see the remainder of the season on television, but I have doubts about the show getting picked up.  It’s likely rather expensive given the sets and FX required, and the show’s ratings were lukewarm when aired — though that’s far from unexpected from a relatively un-advertised mid-summer show with a high concept.  Depending on how its ratings fare elsewhere, it’s possible that even if ABC drops its support, it might continue on.

Here’s why Defying Gravity is cool, for me:  It’s probably the best new straight-up SF show (recently) on television.  The show addresses advanced speculative elements (deep-space missions, plus other SF-inal spoilery things that are very intriguing).  It also sustains and develops strong interpersonal drama, throws in good doses of comedy, and includes the best use of flashbacks since LOST, using a parallel structure depicting the mission crew and other personnel in the years-long training that served as the characters’ introduction to one another and informs their relationship with one another in the ‘now’ segments.

Unlike LOST, the characters are deeply interconnected with one another throughut their flashbacks, meaning that instead of revealing a ‘small world’ setting where disparate characters were more connected than they suspected, the crew of Defying Gravity are shown working through years of interpersonal relationships — it’s two stories that are one and would theoretically come together by the end of the series, when the flashbacks lead up to the start of the ‘now’ part of the show and provide (10-11) years of contiguous storyline.

Back to the title of my post:  Why this show needs to not get canceled — Defying Gravity depicts a future where space exploration brings us into a larger universe, valuing both science for science’s sake; also the love of exploration.  It also introduces and explains SF-inal elements unseen in television, if well established in SF literature.  The SF writing world talks about how film/TV is two decades behind prose.  The ideas get investigated in prose, and go from brilliant innovation to discussed and debated trope, and once well known enough, if the materials that lead into the trope are established in the popular imagination, then it can reach a broad audience to be digested.  Shows like LOST took several years to build up to and introduce SF elements, and Fringe is popularizing parallel/alternate universe theory.  Dollhouse is a possibly-too-complex-for-tv meditation on the possibilities of interfacing with and modifying memories through technology.

It’s all well and good for the SF community to investigate ideas and develop discussion, but it’s a small world, and for those ideas to reach the majority of the populace, either you need a massively popular novel on the level of Stephen King or Dan Brown, or you probably need to make a movie/TV show.   And if shows that further the collective understanding of the culture-shaping ideas that SF produces keep getting canceled, it serves as a barrier to that dissemination of ideas.

For these reasons and because I think it’s engaging on an interpersonal level with strong performances by a fairly-ethnically diverse cast, I would really like Defying Gravity to continue long enough to tell its story, to convey its speculation about a possible future.

Whither The Whedon?

Here we see an open letter to Joss Whedon from The  TV Addict —

http://thetvaddict.com/2009/10/22/an-open-letter-to-joss-whedon/

Rumors from last year have already presented the possibility that Whedon could give up TV and return to an internet-based model as seen in Dr. Horrible’s Sing-Along Blog. Dollhouse has been assured a full 13-episode run for the season, but there is no word of picking up the back 9 (ordering more episodes to make a full 22-episode season), and there’s also a rumor from Brian Ausiello that Dollhouse will be benched during November sweeps.  All of this seems to point to Dollhouse not surviving past its second season.  Only time will tell, but the show’s renewal last season was a big surprise to many, and seemed to revolve around the fact that Whedon proved he could make the show for less money (see the post-apocalyptic “Epitaph One” for his example of lower-budget Dollhouse)

TV Addict does some quick math to speculate that a core audience of 2 million viewers buying straight-to-internet downloads at $.99 a pop yields a revenue of just under 2 million dollars per episode.  Add in merchandise sales, DVDs and possible syndication, it seems pretty reasonable.  There are also some other possibilities for budget-cutting, including shooting in video vs. digital (which then reduces the max quality of the material for DVD, a trade-off to be sure).   There’s also the fact that a pilot episode can cost several times as much as a regular series episode due to start-up costs.  Whedon and Mutant Enemy are a reliable entity, known for producing fan-favorite, intriguing material but recent lack of success with TV properties on network TV, which makes them an ideal case study for considering this change in model.

My girlfriend is more knowledgeable and interested in industry/funding/marketing than I am, but she’s in class in California right now — and I’m thinking out loud at least partially as a creator.  Plus, this is my blog.  However, she’s likely to come around and correct some of my numbers and/or add her opinion. 🙂

For Whedon, using a model adapted from/close to Felicia Day’s The Guild may prove as a starting point (and likely informed his approach with Dr. Horrible).  Find investors for start-up costs (Pilot + 8 episodes) and make it go.  Whedon’s fan community would reliably do vigorous viral marketing without having to be asked. Everyone in the geek-o-sphere (amusing name, TVAddict)

A show like this would probably live and die on the efficacy of its marketing campaign.  Dr. Horrible was free to watch for a short period of time, and then became digital download only — it later ended up on Hulu for free and then became available by DVD (with extras, natch).  If this new Whedon show were available online for free for X period of time (a week per episode?), and was also sold via iTunes/etc., would enough people pay to download it to sustain the show’s budgetary requirements?  DVD sales of Whedon/Mutant Enemy material is consistently strong, but without the advertising revenue as a primary source of funding, it’s intriguing to ponder if a high-ish-budget show could survive in this model.  Felicia Day’s The Guild is free to watch/download and pays for itself off of advertising and alliance with MSN (to by knowledge) — but it also appears to be a very cheap show to produce, with less than 10 minute episodes and little to no special effects.

If one production company can do it, doesn’t mean that any others could.  Auteur/Star Power goes a long way in the digital world, but it goes as far as those consistent 2-million-ish viewers, not necessarily further.   The Long Tail Theory probably applies here, where a figure/group famous within a subculture (geeks) can serve as a sufficient base for demand — without being The Next Big Thing like LOST or Heroes.

What Abut Going Cable?

An alternative would be shopping shows to cable networks — where the ratings demands are lower (and therefore, so are budgets, often times).  Cable networks have been making critically-acclaimed shows for a number of years, and in recent memory, challenging shows like The Sopranos, Six Feet Under, Rome, The Shield, Mad Men and Breaking Bad have all come from cable networks and enjoyed popularity, critical praise/awards or both.

Whedon’s shows Buffy and Angel survived on 2nd-tier broadcast networks (UPN and WB) rather than the Big Four.  The lessened ratings demands of these 2nd tier networks allowed the shows to survive.  Right now, the descendent of UPN/WB — the CW) occupies that median position, but is strongly branded towards teen girl dramas (Gossip Girl, 90210, One Tree Hill, or dramas that appeal strongly to the 18-25/49 female demographic (SF shows such as Smallville and Supernatural (which help court the beloved male 18-24 demographic).  It’s uncertain if a Whedon show would find a place in the current CW brand — certainly possible, given Whedon’s feminist-friendly approach (for certain brands of feminists, that is — debate continues on the ultimate standing of Whedon’s feminism), but not necessarily an instant match.

There’s a few issues with the ‘Go Cable’ approach.  Here are the big two for me:

1) If a show is on cable, it automatically cuts out a portion of the potential audience.  Some dozens-ish millions of viewers have/watch TV but not cable.  This reduces potential viewers (likely reducing ratings) but also can be seen as inherently elitist — if you’re making shows for cable and have a social agenda (like promoting feminism or critiquing the capitalist system, etc.), you’re already always speaking to a more affluent population (we’re speaking in generalities here — there are better-off households who never watch tv, and there may be less affluent households that still decide to have and watch cable).

2) Ad space on cable networks is going to be sold at different rate sets than ad space on network TV.  This goes back to the basic numbers of who has/watches cable vs. who has/watches network TV.  Depending on the type of cable (basic vs. premium and all permutations), this can change how your show’s budget is determined.   Whedon may be able to make quality TV on a lessened budget, but those limitations inform what kinds of shows can be made.

A modern-day+something cool show is likely to be far cheaper than a futuristic SF or historical/otherworld fantasy show (props, sets, costumes, etc.) — Whedon has frequently done the modern-day+ settings (Buffy, Angel, Dollhouse) but I know as a writer/creator, I would blanche at the limitations of that reality.  Brilliant shows like Defying Gravity may fail to succeed because of budgetary problems like the above.

Wrapping it Up

These questions aren’t quite relevant for Whedon, et al. until/unless Dollhouse meets its end, but they are questions that need to be asked in general about the industry.  We should be asking What purpose do these networks serve? Has technology developed to the point where other models are viable/recommended? What will it take to make those models viable, if they aren’t there yet?

I think I might like to write for TV one day, but by the time I make it there, the landscape may be violently different, just as the publishing industry is going through a major shakedown (price-wars at big-box stores, Borders teetering on the edge, increasing technology for e-readers and digital distribution, etc.)

Why Charles Stross Hates Star Trek…And Why I Don’t

Look, more arguing about SF television!  This time, however, I’m talking about an essay by noted Science Fiction author Charles Stross.  I was first exposed to his work through several of the short fiction pieces later collected in the volume Accelerando.  Much of Stross’s work emerges deeply from the socio-political context of the setting, with notable worldbuilding put into the setting.  I agree with much of what Stross has to say, but my ideas contrast enough to mention.

http://www.antipope.org/charlie/blog-static/2009/10/why_i_hate_star_trek.html

I’m hoping that you’ve already read the essay before coming back here.

Stross primarily takes objection to the story-making process.  For Stross, space operas such as the Star Trek franchise after the original series or Babylon 5 follow this process (paraphrased here through my interpretation):

Start with the interpersonal drama that forms the narrative’s center, then build a world around those characters that fills out the setting and enables the primary conflict.

The process positioned as Stross’s favorite is as such:

“I start by trying to draw a cognitive map of a culture, and then establish a handful of characters who are products of (and producers of) that culture. The culture in question differs from our own: there will be knowledge or techniques or tools that we don’t have, and these have social effects and the social effects have second order effects […] And then I have to work with characters who arise naturally from this culture and take this stuff for granted, and try and think myself inside their heads. Then I start looking for a source of conflict, and work out what cognitive or technological tools my protagonists will likely turn to to deal with it.”

So here’s the thing — I think both of these processes are valid.  One creates a setting designed to highlight the way that cultural/technological difference creates different social systems and different people who then have conflicts that emerge from those social contexts.  The other creates stories where technological/social context is designed to support the overall character conflict.

Part of why I’m fine with both of these processes is that it’s hard to say ‘interpersonal conflict isn’t important.   All of the worldbuilding ever doesn’t matter if you don’t care about the characters.

Now since I’ve read Stross’ work I know that he’s competent and can follow the process he supports and succeed at telling compelling stories.  But I’m also a notable fan of Babylon 5, the new Battlestar Galactica, and Star Trek: The Next Generation.

Coming back to the point:  I agree with Stross that if you tell stories where the setting is interchangeable, the dramatic weight of the story can’t hang on that flimsy interchangeable setting.  For me, the important part of Star Wars isn’t lightsabers and death stars, it’s a story about family, temptation, and power.  And it’s hard to ignore universal themes.

However, the kind of SF that Stross is talking about as growing out of social situation, the sociological SF, is invaluable in its own right.  There are many ways of telling stories — some are formulaic and exist only to support the status quo for all its complexity, mixing in ambition and misogyny, institutionalized racism but also love and family.  Others challenge specific aspects of society, or imagine an entirely fabricated society to point out the implications of scientific/social change.  I’d rather tell and support stories that encourage social justice and a curiosity about possibility, for sure, but it’s often hard to get those stories supported/published and to find a balance between getting people to listen to your point of view and preaching/provoking/condescending.

I agree with Stross on the generalities of the argument, but take objection to some of his examples. I agree with the the mention that the time-frame of television is so limited as to leave precious little room for world building and still be able to present the dramatic arcs.  It’s one of the challenges of the form, but doesn’t discount that medium from being valid for sociological SF.

Now for the details.  Let’s start with Battlestar Galactica — much of Battlestar Galactica emerges from its setting, which features a race of sentient beings who can love, hate, show remorse and every other emotion but happen to be synthetically created, grown, and moreover, grown in one of 12/11 models of identical bodies.  Battlestar didn’t focus as much on those types of dramatic questions as some might have liked (myself included), didn’t spend all its time talking about Cylon/human relations or the dramatic play that comes from the survivors of an apocalypse shuffled into a couple dozen starships with all traditional kinship ripped to shreds.  But those situations were present and did indicate the type of characters who emerged from that setting, and influenced the ways that the interpersonal drama unfolded. It certainly won’t stop me from wanting to do my ‘Anthropologists!  In! Space!’ novel which is inspired greatly by BSG but wants to put that sociological focus in the forefront.  Things that piss us off or we think are done sloppily/imperfectly can be just as much an inspiration as things done well (often more).

More examples.  Babylon 5 is deeply interpersonal, but I disagree that it follows the ‘tech the tech so that the tech over-techs’ solutions that Ron Moore discussed at the NY television festival.   For me, the dramatic thrust of Babylon 5 focused on bridging boundaries between cultures with contrasting ideologies, the challenges of being both a member of a species/culture and trying to act as a neutral host enabling diplomacy.  I feel like very few of its stories were resolved with handwavium, and even if the interpersonal drama was foregrounded, those characters emerged out of their science fictional worlds — psychics taken away from their families, leaders driven to bend/break the rules of engagement to defend the people under their command (during a war with aliens that started as a result of a cultural misunderstanding), and more.

Star Trek: The Next Generation is certainly guilty of ‘Tech the tech-tech and reverse the other tech,’ as deus ex machina for many conflicts.  But it also served as my introduction to sociological sf, cultural relativism, and many of the tropes of science fiction which have kept me a fan of the genre and made me appreciate all that it can do.  When the crew crashes up against the Prime Directive, trying to find the balance between spreading their favored paradigm and dictating how other people should live their lives, that for me is part of what makes science fiction worthwhile.

I don’t think all science fiction needs to be intensely sociological.  I appreciate my Star Wars and my LOST and the like.  I can enjoy those shows and still appreciate The Demolished Man, Parable of the Sower, and other sociological SF stories.  Maybe TV isn’t the ideal medium for sociological SF requiring intense worldbuilding, but it may be the medium for introducing people to science fictional elements like multiple dimensions or time travel or genetic modification, which then hopefully prepares viewers/readers for reading the more high-context novels/stories/films/etc.

To come back to agreement, I’m with Stross in noting that SF television has a big challenge in that it has to satisfy the executives who have a final call on whether shows air/continue.  I’m not saying that I know more about what makes good tv than any given network executive — I haven’t been a network exec and I’m not likely to ever be one.  But I would say this to those executives:

You want to make money — one of the ways you may be able to do that is to find auteurs/production companies who have a great deal of cultural/economic cache, and then let them make the shows that they want to make.  Fans are likely to follow them, and the kind of fans that follow those prominent auteurs/teams are evangelical, and will spread their enthusiasm over into other groups.  Groundbreaking, provocative television gets a lot of attention.  Shows like Mad Men, the Sopranos, and more.  Without taking big risks, you cut yourselves off from big rewards.

One of the major problems with the perspective of writers/audiences vs the perspective of executives is that the priorities are completely different.  I want to eat, sure, but as a writer, I want the chance to make statements and incite conversations about possibility, society, and individuals.  And it may be that the executives of NBC, FOX, CBS, ABC and everyone else just don’t care about changing the world, or changing people’s minds’ (other than changing their mind about which tv show to watch and which products from advertisers to buy).  And that’s a systemic problem of the consumer storytelling industry, and deserving of its own blog posts.  Lots of them.

“I Remember When SF Was All About Straight Men Doing Stuff.”

At least, that’s my paraphrase of this essay from “The Spearhead”

http://www.the-spearhead.com/2009/10/09/the-war-on-science-fiction-and-marvin-minsky/

Have you read that?  No?  Go back and check it out.  Take a walk or go sparring to work out your righteous fury, then come back to read.

Done?  Ok.

The essay in question is both 1) infuriating and 2) about genre fiction and society.  Which makes it a great topic for a blog post!  The essay is one of the writings from The Spearhead, a group blog designed to focus on men’s issues and men’s voices (as response to a perceived ‘cultural gap’ that has ignored men’s voices).  While I agree that part of the ‘let’s all be equal’ agenda must include an analysis of how cultural forces shape men’s perception of the world and define masculinity in a way that is exploitative of men and teaches exploitation of women — I don’t think the Spearhead writers and I agree on the nature of the problem with men’s status in society or how to address it.

The essay starts out with a bang:

“Science fiction is a very male form of fiction.  Considerably more men than women are interested in reading and watching science fiction.  This is no surprise.  Science fiction traditionally is about men doing things, inventing new technologies, exploring new worlds, making new scientific discoveries, terraforming planets, etc.  Many men working in the fields of science, engineering, and technology have cited science fiction (such as the original Star Trek) for inspiring them when they were boys to establish careers in these fields.”

This particular essay focuses on a limited definition of what ‘science fiction’ means, in a Golden Age Asimov kind of fashion, where characters were as flat as the paper they were printed on, little more than mouthpieces for expositing and resolving scientific issues.  Now don’t get me wrong — there’s some great idea work in Golden Age SF — it’s that era that helped develop SF as the Literature of Ideas.  But the genre has developed since then, it has become larger and (to me, more relevant and sophisticated.  We’ve gotten Alfred Bester and Thomas Disch, Ursula LeGuin and Octavia Butler, Samuel Delaney and Connie Willis.

To begin with, the essay relies upon versions of masculinity that are unsurprisingly as old and outmoded as the SF they rely on.  For “Pro-Male/Anti-Feminist Tech” — masculinity, like SF is about “men doing things, inventing new technologies, exploring new worlds, making new scientific discoveries, terraforming planets, etc.” The author references scientists who speak about being inspired by SF to move into their disciplines.  Of course I agree that  science fiction is instrumental in inspiring and encouraging scientific development.

On the other hand, it’s as if there have never been any female engineers or scientists who have never been inspired by science fiction.  And in other news, all men smoke cigars and drink scotch at work with expertly coiffed hair while wearing fedoras and the only power women have is influencing men through their sexuality while working as secretaries.  No wait, that’s Mad Men.

The author talks about the name change of SciFi as part of a feminizing trend, following the 1998 changeover when Bonnie Hammer assumed control of the channel and began courting female readers.   The 2000s era Battlestar Galactica is positioned as one of the culprits of a feminizing Sci-Fi channel, since the character of Starbuck was changed into a woman.  Strangely, it’s Starbuck the woman who is also Starbuck the cigar-smoking, hard drinking, sleeps with anything that moves.   That part is not mentioned in the essay — instead the author points to an essay by original Starbuck Dirk Benedict, bemoaning the “un-imagining” of Battlestar Galactica.

Pro-Male/Anti-Feminist Tech also talks about the shift in programming towards fantasy and away from science fiction, because “women are more interested in the supernatural and the paranormal than men are.”  Is this supposed to be a biological pre-disposition?  The author then complains about the increasing presence of gay characters on the channel (as a death knell post-name change) — and how that means that it well be less about men doing things.  Does the set of ‘men’ exclude homosexual men in this case?

The author then cites Marvin Minsky, an AI researcher at MIT.  Minsky gives his distinction between general fiction and science fiction as such: “General fiction is pretty much about ways that people get into problems and screw their lives up. Science fiction is about everything else.”  This is a notably reductive definition to be sure, specious at best.  Where does 1984 fit in there?  Winston Smith ‘gets into problems and screws his life up,’ among many others. This depiction of science fiction as the only fiction with ‘real importance’ is an insular isolationist stance that fails to acknowledge that powerful, historically-relevant literature can occur without spaceships or advanced physics.  I like my SF and think it’s had important effects, but it’s not the only game in town, for sure.

“The War on Science Fiction and Marvin Minsky” is representative of the perspective of someone within the world of SF fandom, a part that exists and continues to proceed despite the fact that the mainstream has moved away from them.  Analog Science Fiction and Fact is often noted as the home of this mode of SF, and the magazine continues as it has for decades, admirable for its continuity.  I think we need the scientifically rigorous aspect of speculative fiction, the part that refuses to use handwavium to solve its problems just to get to the point and instead interrogates the ways that the possible could become reality.  Hard SF may not be for me, but it’s an important part of the genre.

A lack of hard science doesn’t automatically make a science fiction story into melodrama.  And I certainly don’t think that either scientific rigor or the science fiction genre is or should be part-and-parcel with outdated gender norms, homophobia and misogyny.

Dollhouse Renewed: Fox Spared Whedonites’ Wrath

Variety.com and i09.com are reporting that FOX has renewed Whedon’s Dollhouse for a second season (information points at another 13-episode season order, and staying on the Friday timeslot).

This means that Whedon’s declaration about swearing off television in exchange for doing internet-based work will probably wait for a little while longer, though Joss has been known to have more than a few projects at any one time.

Execs apparently enjoyed the last couple of episodes (as I did), and were convinced by strong DVR/TiVo numbers and the unaired “Epitaph One” as proof that the show could run on a smaller budget.

No word on Terminator: The Sarah Connor Chronicles, its Friday night mate. While Dollhouse can run on a smaller budget, Terminator requires CGI/elaborate makeup cyborgs, and may not fare as well, despite/because of its willingness to break format/formula and experiment with structure.

Tid-Bits From Not-To-Be-Aired Dollhouse ep.

Dollverse has some stills from “Epitaph One,” the 13th episode of Dollhouse that was filmed on spec and FOX has chosen not to air, as it was not part of their season order.  With the series’ fate in question, even more in question is this episode, which guest-stars Felicia Day and looks all post-apocalypty.

Dolls look great in Mad Max gear

The Matrix: 10 Years Later

On March 31st, 10 years ago, a film called The Matrix hit movie theatres and took the film industry/pop culture world by storm. It lead to copy-cats in content, style, and in technology (The Matrix‘s ‘Bullet-cam’ became the ‘effect to do’ for the first several years of the 21st century in action movies)

It was lauded for its originality, but really, it was a combination of a plethora of influences and cultural properties which helped/help define a generation (Gen X, as the creators, Andy and Larry Wachowski). It was Hong Kong cinema made in the US, it was a live-action anime, it was pop-philosophy and comparative religion, it was cyberpunk and a blockbuster film all rolled up into one.

Transmedia Storytelling

It also launched one of the more successful transmedia properties of the last decade, as indicated by its use as an example in Henry Jenkins’ Convergence Culture chapter “Searching for the Origami Unicorn: The Matrix and Transmedia Storytelling)” (Jenkins 2006).

The Matrix universe has grown from one cultural work to include three films, a collection of animated shorts (The Animatrix), several video games (Enter The Matrix, The Matrix: The Path of Neo), including a MMO (The Matrix Online), comic books (The Matrix Comics), and a variety of merchandising tie-ins.

As Jenkins says,

The Wachowski Bros. played the transmedia game very well, putting out the original film to stimulate interest, offering up a few Web comics to sustain the hard-core fan’s hunger for more information, launching the anime in anticipation of the second film, releasing the video game alongside it to surf the publicity, bringing the whole cycle to conclusion with The Matrix Revolutions, then turning the whole mythology over to the players of the massively multiplayer online game. Each step along the way built on what has come before, while offering new points of entry. (Jenkins, 2006).

In the hands of fans

An intrinsic part of successful transmedia storytelling is the creation of a setting that is generative of many stories. The premise of the Matrix allows for a nearly limitless number of stories to be told in a number of genres (A Detective Story is much more in line with the look and feel of Film Noir, whereas “Program” is steeped in samurai action (Chanbara). Since the Matrix itself is a programmed shared universe, it can be modified to fit different desires and perspectives. Why is it that Detective’s Ash world looked so different than Neo’s world? It’s not difficult to read in the possibility that there are/were a number of servers, with different settings (a noir world, a cyberpunk world, etc.) But even without having to fill in the gaps of the setting by making these readings, there are many different places for a number of stories. This allows for fan creativity to enter into the picture, another essential part of a vibrant transmedia property.

The Wachowskis/WB can lay out the official path of transmedia cultural flow between games and films and comics, but if transmedia storytelling universes are maps, there is space beside the roads and outside the buildings in addition to those official pathways and locations. There is always room for fan-fiction, other games, fan art, vidding, and much more.

I remember playing a home-brewed Matrix table-top roleplaying game the summer of 1999, a game designed by friends so that we could tap into the awesomeness of the Matrix setting, even drawn in as limited a fashion as it was when the only data point was the original film. The mythology/setting of the Matrix had proven compelling enough to lead us to make our own ways to interact with the Matrix universe on our own terms, when not provided with an official outlet. A smart transmedia author/creator will encourage this informal/unofficial play/interaction, as it inevitably leads fans/customers back to the official parts, the ones that convert into sales.

Benefits of the transmedia approach

Unofficial transmedia play is free advertising. It keeps fans thinking about the property and shows/develops their level of involvement and investment. The more you play in the world of the matrix, the more it can matter, and so the more you will continue to play, and the more you will reach out to others to join you.

The Matrix universe was far from the first transmedia storytelling venture. George Lucas’ Star Wars had become comics, video games, action figures, trivia games, board games, memorabilia and more decades before The Matrix. However, The Wachowskis & Co. did utilize new media technologies and digital cultural socialization to further its popularity with a strong online presence. The Matrix Comics were first shared online, and preview videos of the Animatrix were available exclusively on the web before the DVD release.

A transmedia approach also allows a cultural property to become a franchise, with film, television, comics, video games, and other media to be tied in, allowing a tv show to reach out to video gamers and to comics readers, building its fan base with every new node in the transmedia map.

Other properties since have followed the transmedia model, but we can remember The Matrix property as one of the most commercially successful examples in recent memory. While opinions on the 2nd and 3rd films vary wildly, it is hard to deny the economic success and cultural impact of the Matrix property, and much of that is due to a transmedia storytelling and marketing approach.

Review — Done The Impossible

Once upon a time, there was a show called Firefly.  It had fan-favorite Joss Whedon at the helm and a distinct view of the future, a western-flavored future that wasn’t about the people in the shiny organized space ships.  Instead, it focused on the people on the edge, misfits and outcasts.

It was plagued from nearly the beginning by interference from executives, and was canceled in less than a season.

But the fans were not done with the world of Firefly, nor were those involved in its creation.

Done the Impossible is a documentary that tells the story of the Firefly/Serenity-verse, through the lens of fans of the ‘verse.  The documentary is not for the unitiated, instead, it is itself a work of fandom, a gift from a team of Firefly fans (Browncoats) to the community.  With narrations from fans, cast & crew, Done the Impossible talks about the show, the time between Firefly and Serenity, and then the arrival of the film.

In years past, I’d thought that a combined ethnographic/cultural studies analysis of Browncoats would make a good book-lenth project.  I still do, as Done the Impossible has not already done that work.  I’m not very involved with Firefly fandom myself — I watched the series the first time around and told my friends, then sent my DVD set to make its way throughout my friends groups.  But I did not partake in much if any of the intense and highly active grassroots campaigning and guerilla marketing that is discussed in the film.  In this case, I would have the positionality of being one of ‘the Browncoats’ without being as much of an insider as with other groups.

Firefly fandom is intriguing in that we can look at it and confidently say that it was the fans’ efforts which led to the creation of Serenity.  Creator Joss Whedon repeated a line from the series at the first of the Serenity early screenings:

“We have done the impossible, and that makes us mighty.”

The line is the source of the documentary’s title, and has become a rallying cry for Browncoats, a reminder of the power of guerilla marketing and grassroots fan activity.

There have been ‘Save my favorite show’ campaigns before, but while the Browncoats’ efforts didn’t bring back the show on TV, since its cancellation, Firefly has had two comic series, a tabletop role-playing game line, a major motion picture, and continues to have a strong and active fan-base.  Browncoats continue to host ‘shindigs’ and other events, sharing their passion of a show that like its namesake, shone brightly, went dim, and then shone again just as briefly.

Don’t look to Done the Impossible for an introduction to Firefly, or even as an ethnographic work explicating fandom in general.  It is a specialized work done from within a fan community for that fan community.  If you’re already one of the flock, then pull out your Browncoat, pour some Mudder’s Milk, and join in the geek-fest.

Another, post-review note, about positionality:   There are many ways to be a fan within a community, different degrees of engagement.  To use Firefly as an example — there are people who watched Firefly and liked it.  There are people who consider themselves fans, but don’t necessarily identify with the Browncoat movement.  Then there are any number of different levels and types of involvement within the Browncoats, from fan-fiction to convention organizing to costuming to fan art to role-playing games to podcasting to guerilla marketing and more.  These people are all members of the fan community to different degrees.  There are a lot of ways to be a fan, within one fandom and across many fandoms.  This becomes readily evident at any general convention, where fans move between groups to share their passion for shows, games, films, comics, and more.

For a fan-scholar, you’re never going to be as into everything as the people you interview/work with.  I may be able to speak most of the dialects of geek (video gamer, comics geek, anime otaku, role-player), but in any given situation, I can’t assume I know more about a fandom than anyone I’m talking to.  They get to exercise mastery of knowledge as a result of their involvement, and in turn, I exercise my status as a scholar and serve to represent fans to members of another community, that of the scholars (who may or may not be fans).  Scholarship in fan studies has always been in an interesting state, given that there are well-established and vibrant fan scholars who may not have the same academic credentials but do similar work.

Questions of power, authority, agency and positionality are never far from any ethnographic study, even moreso in fan studies and media studies.  Scholars are accountable to the public and should always be aware of their cultural power — even though we are a part of the panopticon like everyone else.