Tuesday, January 1, 2019

CONVERGING ON CONCRESCENCE PT. 2

In Part 1, I wrote:

Conscresence, more than its roughly equivalent term "coagulation," suggests the process by which seemingly unrelated phenomena "concretize" into a greater whole. Thus images, symbols and story-tropes which can only have a very limited meaning by themselves, take on greater depth when associated with others that have a reinforcing effect.

What causes this "reinforcing effect," though? Upon rereading August's FOUNTS OF KNOWLEDGE PT. 3, it occurred to me that most of the mythcomics essays I've printed here depend on the authors having organized their symbolic constructs around what I called "aspects of discursive symbolism." The full context is as follows:

Thus, it would seem that even when humans are seeking to plumb the depths of presentational symbolism in order to employ tropes that transmit deep emotional states of mind, the same humans cannot help but reproduce aspects of discursive symbolism characteristic of the theoretical mind-- which may later have some repercussions to my evolving theories regarding the interactions of human work and human play (to be discussed at some future time).

In other words, in order for a narrative to manifest the strongest form of symbolic concrescence-- a.k.a. "hyperconcrescence," as I currently like to call it-- the author(s) must first draw upon what they know of the real world, the world which can be represented by discursive symbolism (or "work"). Then, to make this knowledge function in a fictive world, the kernels of information must be transformed into the tropes of presentational (also called "expressive") symbolism (or "play"). Thus the mind's ability to "work hard" proves essential to the process of "playing hard," and therefore, "playing well."

I have to reiterate that it's always possible for an author to "dumb down" the expressive symbolism in a narrative in order to get across some limited didactic message. When an author does so, he has to some extent sacrificed "play" on the altar of pure "work" by making the narrative function as persuasive rhetoric. That said, creators who have deep reservoirs of imagination may still at times produce narratives that have the qualities of mythic play even though the authors are trying to convert an audience to some position.

Case in point: Dave Sim's CEREBUS. Most of the time, particularly in the later issues, Sim is seeking to persuade readers of his philosophical positions, and this is probably no less true in the narratives I've deemed mythcomics (the last part of LAST DAYS here, and the first part of GUYS here) as in a narrative I deemed a "null-myth" (the horror of CHASING YHWH). But irrespective of Sim's conscious intentions, his imagination is "working" full blast at the same time his conscious intellect is formulating the didactic schemes of the prior two works, while in YHWH, his imagination has sort of given up the game. So, although discursive symbolism is at work in all three, in CHASING YHWH there is no such transformation of Sim's rhetorical stance into the playful discourse of art. Thus, even though I personally disagree with Sim's position re: "fanboys" as he expresses them in GUYS, I had to give him some props for "promoting a satiric version of Spider-Man to make his points about creeping emotionalism." Thus there's an expressive underthought to complement the rhetorical overthought.

I will expand on the final paragraph from FOUNTS PT. 3:

I should add that I regard even scientifically incorrect theoretical conclusions, like the concept of the seven spheres of heaven, or early theories on spontaneous generation, to be well within the scope of the discursive.
In similar fashion, I regard Sim's sociological connections between comic book people and "creeping emotionalism" to be incorrect on two counts: one, because there's no way to prove such a connection, and two, because even if there was one, how would it be categorically different from the "creeping emotionalism" present in any other ingroup-- say, Canadian hockey fans?

Hyperconcrescence, then, most often takes place when the discursive mode of work, the overthought, reinforces the expressive underthought. The main exceptions are those narratives that seem to have no strong discursive overthought, like the origin of the Golden Age Hawkman. Yet even here, author Gardner Fox is conjuring with metaphysical tropes that were discursively organized by their pagan proponents. And thus familiar tropes, such as the one regarding the soul's fate after death, still exhibit the modern author's understanding of the original structuring principles, even within the venue of a superhero comic book.

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