Posts Tagged ‘narrative’
July 16, 2015 | by Laura Smith
The conundrum of writing about the dead.
Recently, I stood in the woods near Auschwitz in Oswiecim, Poland—the same woods where Jews waited to enter the gas chambers. It was a picnic-worthy spring day. Sunlight filtered through the pine trees. Unable to imagine the horror that had happened there, my thoughts turned instead to a picture I had seen the day before. It was captioned “Sniatyn—tormenting Jews before their execution,” and it shows five naked Jews—four men and a boy—and a handful of Nazis in uniform and civilian clothing holding sticks, apparently gathering before the execution. One of the Jewish men stands looking at the ground with his hands folded in front of him, the Jewish boy is still wearing his hat.
Whenever I see this photograph, I always have the same thought: After all that they have suffered, why should they also suffer the indignity of our gaze? I would not want to be seen in this moment of humiliation. This thought is immediately replaced by another: they are not suffering our gaze. They are dead, they are not suffering anything. And I am looking at them precisely because they were humiliated—without this humiliation, they would have slipped from seen to unseen, as almost all the dead do. They have been chosen for contemporary viewing because this moment tells a larger story that eclipses any squeamishness we have about displaying them in such a scene of degradation. Read More »
March 25, 2015 | by Ted Trautman
Can Nintendo tell a proper story?
Nintendo and Netflix may be developing a Legend of Zelda TV series, the Wall Street Journal recently reported; or, as Time reported even more recently, they may not. Behind the will-they-or-won’t-they speculation lies a more complicated question: Can they? Do games like these bear expansion into full-fledged stories?
At first glance, a Zelda series seems like a savvy move: HBO’s Game of Thrones has proven that there’s high demand for vaguely medieval fantasies, of which Zelda—a franchise that made its debut in 1986, and that’s grown to include roughly seventeen games—is a prime specimen. And since Nintendo has gradually been losing its share of the video-game market for the past fifteen years, it has every reason to find other ways to wring more value from its globally recognizable intellectual property.
But games don’t translate as easily to TV or film as you might think. In his 2010 apologia Extra Lives: Why Video Games Matter, perhaps the most thorough defense to date of video games as art, the journalist and essayist Tom Bissell explains why: “The video-game form,” he writes, “is incompatible with traditional concepts of narrative progression.” Unlike books and films, games require challenge, “which frustrates the passing of time and impedes narrative progression.” Read More »
June 3, 2014 | by Dan Piepenbring
- In which Penguin Random House unveils its new logo and “brand identity.”
- Proust’s letters to his noisy neighbors: “It seems almost too perfect that Proust, the bedridden invalid, would have sent notes upstairs, sometimes by messenger, sometimes through the post, to implore the Williamses to nail shut the crates containing their summer luggage in the evening, rather than in the morning, so that they could be better timed around his asthma attacks.”
- Where are erotica writers having sex? In the doctor’s office. At the Louvre. On the Haunted Mansion ride at Disney World.
- Making an unlikely appearance in the Times Op-Ed section this morning: our Art of Nonfiction interview with Adam Phillips.
- “When I find myself having to defend the narrative force of video games, I like to give the example of a real experience I had in my childhood involving the game Metroid. In this science fiction adventure, we guide a bounty hunter called Samus Aran … he wears armor which covers his whole body, until, at the end, after finding and destroying the Mother Brain, Samus … removes his helmet to reveal that he is really a woman … I had controlled a woman the whole time without knowing … Narrative sublimity is possible in the medium of electronic games.”