Nietzsche is interested in war and violence only as forces within humankind that must be overcome by the overman-- not indulged in, like the Nazis to whom Frederic Wertham compared the philosopher. The overman was Nietzsche's solution to the vagaries of rule by the mob or by the tyrant:
Now, in COMBAT PLAY PT. 4, I used the ideal of "fair play" as an example of what I then called "self-limitation" and considered essentially identical with "self-overcoming:"
In my own lit-critic cosmos, the ideal of "fair play" assumes the role of "self-limitation" that is, in Nietzsche's philosophy, occupied by "self-overcoming."
And yet, I find that I've used it not in terms of limiting oneself but also in terms of exceeding limits. In WEAKLINGS WITH WEAPONS PT. 1, I compared two protagonists whose dynamicity was certainly not at the highest level, but who both utilized particular weapons to overcome obstacles. I argued in part that although Richard Mayhew of NEVERWHERE gained possession of a super-sword and used it to kill a monster, he lacked the quality of "self-mastery," since the weapon's power did all the work. In contrast, Jack Burton of BIG TROUBLE IN LITTLE CHINA didn't command a lot of power with his one weapon, a simple throwing-knife, but like Aristotle's hedgehog he mastered one good trick. Thus his triumph over the villain Lo-Pan is entirely the result of Burton's self-mastery.
In my philosophical cosmos, the acquisition of a skill or power comes about through a process of self-monitoring, a subject's attempt to understand his or her natural limits at a given time, after which the subject seeks to exceed said limits, to gain greater self-mastery. The appeal of fair play is affective rather than cognitive; the subject believes, for instance, that he shouldn't use a weapon if his opponent does not have one. Thus, in THOR #152, the thunder-god "sheathes" his hammer after destroying his foe's mace.
However, this "noblesse oblige" gesture can have an objective effect, in that it forces a given character to "dig deeper" in order to defeat a worthy opponent. Of course, one doesn't need the gesture, since combative narratives are replete with dozens of situations wherein combatants seek out worthy opponents purely to improve themselves. DRAGONBALL frequently uses this scenario, in that the Seiyans Goku and Vegeta repeatedly challenge one another, even when on relatively friendly terms:
Having dovetailed these two related concepts, my next consideration is: what are the most familiar story-tropes through which fictional characters may demonstrate self-mastery?
Both of the two previous examples fall into the most elementary category, that of the hand-to-hand battle. This is also the easiest trope with which an author can express self-mastery.
The trope of weapons-use, however, becomes more complicated, as seen in the WEAKLINGS WITH WEAPONS analysis, wherein I found that Mayhew did not display self-mastery even though he had a bigger, badder weapon than did Jack Burton. An even greater complication is that any form of "super-power" not intimately tied to the human body becomes similarly problematic. If Nightcrawler's ability to teleport demonstrates self-mastery, can one necessarily say the same of a comical type of teleporter like Ambush Bug?
The third major trope of self-mastery is that of the indirect commander: a figure whose main role is often to order others into battle. In this essay I said that I discounted the "Adama" character of BATTLESTAR GALACTICA in terms of "combative status" because he functioned largely as a figurehead. Yet there are millions of villains who are basically "master planner" types who get henchmen to do their fighting for them. However, the difference between Adama and, say, Fu Manchu is that the latter's genius for evil infuses every errand his servants perform in his name.
More on these matters later, perhaps.
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