In this 2022 post, I briefly described a few ways in which I differed from the statements Susanne Langer made in the section I quoted here. To sum up my main line of critique, I stated that I felt that the "unknown creators" of both archaic religious myths and folktales possessed the ability to allow "their imaginations to roam freely," but that both forms of narrative also channeled epistemological patterns, though myths tended to develop those patterns more "thoroughly." So I disagreed with Langer's essential claim: that tales were focused wholly upon "wish fulfillment" while myths encompassed "a world picture, an insight into life generally, not a personal imaginary biography." What I liked about her formulation is that she distinguished between the tales' supposed reliance upon "subjective symbols" and the myths' predilection for "observed folkways and nature-ways." Though I did not say so in the 2022 post, the subjectivity that Langer attributes to tales may be loosely comparable to my concept of a narrative's "lateral meaning," while her focus upon "folkways and nature-ways" parallels my criteria for "virtual meaning." That demonstration of an intersubjective pattern of thought between myself and a deceased scholar I never knew prompts me to indulge in this "compare-and-contrast" game.
But none of the above relates to the topic of emulation, which I've raised in my title. As it happens, 2022 was also the year I began writing a lot more about crossover, agency, and interordination, as in this August post. In that post, I used two iterations of Steve Ditko's originary character The Question to formulate the concepts of "trope emulation" and "icon emulation." To shorten the argument a bit, I said that when Alan Moore conceived Rorschach, his variation on The Question, he was in no way asserting any identity between his character and Ditko's character. Rather, what Moore did was to borrow tropes from Ditko's character and from other sources in order to create an independent icon. This, I asserted, was trope emulation. But when Denny O'Neil created his variation on the Ditko crusader, he attempted to assert an identity between his creation and that of Ditko, if only for the sake of impressing fans of the older creation. This, I asserted, was icon emulation. Since Langer was in no way attempting to form a general theory of literary narrative, naturally she started from a different place than I did. But I find it interesting that. rightly or wrongly, she characterizes all the figures of folktales as entities completely independent of one another, claiming that they are little more than the functions of various wish-fulfillment scenarios. This I regard as "trope emulation," though with the caveat that in my system characters like Cinderella are not just functions, but icons in their own right, no matter how much they fluctuate from one iteration to another. In the case of myth-figures, Langer regards that they are capable of merging with one another because "myth tends to become systematized; figures with the same poetic meaning are blended into one, and characters of quite separate origin enter into definite relations with one another." This I regard as "icon emulation," and there's even a loose parallel of purpose. Just as O'Neil promulgates his version of "a Question" but some but not all of the poetic tropes of the Ditko character, Irish Christians promoted a saint called Brigid in order to appeal to a laity familiar with a pagan goddess of the same name. There will probably be a few other points of comparison, because whatever my disagreements with Langer, I find her fertility of mind on matters mythopoeic to be equal to that of Jung and Campbell.Tuesday, April 29, 2025
AN AESTHETIC OF NONSENSE PT. 3
If, in my previous writings on the rationales for metaphenomenal fantasy, I've given the impression that nonsense-fantasy was a new creation, I should correct that by mentioning that a fair number of archaic tales invoke the rationale of "just because." In fact, in Chapter 7 of Susanne Langer's PHILOSOPHY IN A NEW KEY (which I referenced in yesterday's post), Langer begins her generally unflattering description of simple folktales with some examples from Melanesian lore. Her first example, for instance, involves a buffalo and a crocodile having a dispute, whereon they ask various other animals, or even inanimate objects like a mortar and a floor-mat, to judge the quarrel. The idea of attributing life even to clearly nonliving things seems to me more extreme than that of talking animals who behave like people, though both are examples of nonsense-fantasy. Another example of non-living things being given life appears in the (presumably much later) Japanese conception of tsukumogami.
The Aesop's fables offer a lesser range of nonsense-fantasy. Sometimes the animals therein are shown only doing regular animal activities, as in "The Dog and the Bone," with the exception that the animal may be given some degree of human intelligence. Other stories show such creatures like the Fox and the Stork dining together and using human utensils. In the annals of literature, the example of Lewis Carroll's Alice-verse stands as one of the most sustained examples of pure nonsense-fantasy. However, L. Frank Baum's later Oz books might be termed "impure nonsense-fantasies." Sometimes Baum's world follows rough rules about what its system of magic can accomplish, with its witches and flying monkeys and prophetic hats. Other times, though, the world stretches to include a number of entities I'd consider "just because" fantasies, like the Hammerheads and the porcelain-people of China Country. I'd have to read more of the Oz books to judge whether the logic of magic or that of "just because" holds greater sway overall. As impressive as some of the nonsense-fantasies of both oral and written stories might be, those that appeared in early American cartoons might outdo them both by sheer preponderance. Felix the Cat, rated as the first major continuing character of those early short cartoons, might be exemplary here. I don't know if he's the first character in all fantasy who could break off a part of himself-- almost always his tail-- and just will it to become some other object, like a fishhook or a question-mark. But thanks to the popularity of Felix, animated cartoons became increasingly associated with the ability to transform themselves, or aspects of their universe, into anything they pleased. That acceptance of the "anything goes" propensity of cartoons of course didn't keep some animators from following the more circumscribed pathways of Aesop. Donald Duck debuts in the 1934 cartoon "The Wise Little Hen," which like its source material simply depicts its anthropomorphic creatures dressing like humans and doing human things.I tend to believe that the majority of Disney's stories about anthropomorphic creatures follow the Aesopian pattern, in which clothes-wearing ducks and mice and dogs go around doing all sorts of human things, not least the mouse named Mickey owning a non-anthropomorphic dog. Carl Barks is justly celebrated for creating scores of stories about Donald Duck and Uncle Scrooge having adventures indistinguishable from what humans might do in similar circumstances, with the protagonists' ducky nature being the only "nonsense" element. Once in a while, though, Barks did apprise himself of random nonsense elements, such as "Lost in the Andes," wherein Donald and his nephews encounter square chickens that lay corresponding square eggs. Some of Barks' stories might be considered another breed of "impure nonsense," in that they combine the base nonsense-fantasy of human-like animals with either scientific or magical rationales. Here's what I wrote about Barks' use of a particular type of magic in his story "Oddball Odyssey:" 'For her part, Magica provides exposition for the reader about her great new powers, about having "scrounged secrets" from old temples and caves that have given her control over the elements. Most interestingly, Magica advances a fairly sophisticated theory for the origin of the Greek pantheon: "those gods were more likely live sorcerers than figments of ancient dreams." This theory allowed Barks to have his cake and eat it too: he doesn't have to show his witchy villain garnering power from either old gods or, for that matter, Satanic sources. Instead, it's implied that ordinary mortals can generate magic powers from study of the universe's secrets, which is certainly an odd thing to find in a Disney comic book of the period.' Thus endeth my short history lesson, though I expect to reference some of these observations in related essays,
LANGER AND EMULATION PT.1
I thought that I had gone into some detail regarding Susanne Langer's views of the distinctions between "myths" and "tales," but my previous posts on Langer don't seem to cover those distinctions in depth. In any case most of those earlier posts predate my formulation of the concept of "emulation," so that's as good a reason as any to start from scratch. Since the passage I'm reprinting from her 1941 book PHILOSOPHY IN A NEW KEY is so long, I'll confine this post to preserving the passage as a resource from which I'll draw for Part 2. Here we have a literary product belonging to the civilized
races of Europe just as much as to the savage cultures of darker
continents. Aristocratic beings, chiefs or princes, now play the
leading role; dragons and ogres and wicked kings, or beautiful
witches of great power, replace the monkeys, crocodiles, angry
dead men, or local cannibals of the older tradition. The wish-
ful imagination of man has been disciplined, by public expo-
sure and realistic reflection, into a genuine art-form, as far re-
moved from personal dreaming as the ritual dance from self-
expressive bouncing and shouting.
Yet this high development of fantasy has brought us no-
where in the direction of mythology. For although fairy-story
is probably an older form than myth, the latter is not simply
a higher development of the former. It, too, goes back to prim-
itive fantasy, but the point of its origin from that source Ues
far back in cultural history, long before the evolution of our
modern fairytale — of Kunstmarchen, as the Germans say, or
even Volksmarchen. It required not a higher stage of story-
telling, but a thematic shift, to initiate what Miss Harrison
called "the myth-making instinct." For the fairytale is irresponsible; it is franlily imaginary, and
its purpose is to gratify wishes, "as a dream doth flatter." Its
heroes and heroines, though of delightfully high station,
wealth, beauty, etc., are simply individuals; "a certain prince,"
"a lovely princess." The end of the story is always satisfying,
though by no means always moral ; the hero's heroism may be
slyness or luck quite*as readily as integrity or valor. The theme
is generally the triumph of an unfortunate one — an enchanted
maiden, a youngest son, a poor Cinderella, an alleged fool —
over his or her superiors, whether these be kings, bad fairies,
strong animals (e.g. Red Riding Hood's wolf), stepmothers,
or elder brothers. In short, the fairytale is a form of "wishful
thinking," and the Freudian analysis of it fully explains why
it is perennially attractive, yet never believed by adults even
in the telling.
Myth, on the other hand, whether literally received or not,
is taken with religious seriousness, either as historic fact or as
a "mystic" truth. Its typical theme is tragic, not Utopian; and
its personages tend to fuse into stable personalities of super-
natural character. Two divinities of somewhat similar type —
perhaps miraculously born, prodif'ious in strength, heroically
defeated and slain — become identified ; they are one god under
two names. Even those names may become mere epithets link-
ing the god to different cults.
This sets the hero of myth strikingly apart from the fairy-
tale hero. No matter how closely the Prince Charming of
Snow White's story resembles the gentleman who wakens
Sleeping Beauty, the two characters do not become identified.
No one thinks that the trickster "Little Glaus" is the little
tailor who slew "seven at a stroke," or that the giant whom
Jack killed was in any way related to the ofjre defeated by
Puss in Boots, or that he figured elsewhere as Bluebeard. Fairy
stories bear no relation to each other. Myths, on the other
hand, become more and more closely woven into one fabric,
they form cycles, their dramatis personae tend to be intimately
connected if not identified. Their stage is the actual world —
the Vale of Tempe, Mount Olympus, the sea, or the sky — and
not some ungeographical fairyland...And myth has, indeed, a more difficult and more
serious purpose than fairytale. The elements of both are much
alike, but they are put to quite different uses. Fairytale is a
personal gratification, the expression of desires and of their
imaginary fulfilment, a compensation for the shortcomings of
real life, an escape from actual frustration and conflict. Be-
cause its function is subjective, the hero is strictly individual
and human; for, although he may have magic powers, he is
never regarded as divine; though he may be an oddity like
Tom Thumb, he is not considered supernatural. For the same
reason — namely that his mission is merely to represent the
"self in a day-dream — he is not a savior or helper of man-
kind. If he is good, his goodness is a personal asset, for which
he is richly rewarded. But his humanitarian role is not the
point of the story; it is at best the setting for his complete so-
cial triumph. The beneficiary of his clever acts, his prowess, or
his virtue is he himself, not mankind forever after. And be-
cause an individual history is what the fairytale fancies, its
interest is exhausted with the "happy ending" of each finished
story. There is no more mutual reference between the adven-
tures of Cinderella and those of Rapunzel than between two
separate dreams. Myth, on the other hand, at least at its best, is a recognition
of natural conflicts, of human desire frustrated by non-human
powers, hostile oppression, or contrary desires; it is a story
of the birth, passion, and defeat by death which is man's com-
mon fate. Its ultimate end is not wishful distortion of the
world, but serious envisagement of its fundamental truths;
moral orientation, not escape. That is why it does not exhaust
its whole function in the telling, and why separate myths
cannot be left entirely unrelated to any others. Because it pre-
sents, however metaphorically, a world-picture, an insight into
life generally, not a personal imaginary biography, myth tends
to become systematized; figures with the same poetic meaning
are blended into one, and characters of quite separate origin
enter into definite relations with each other. Moreover, because
the mythical hero is not the subject of an egocentric day-dream,
but a subject greater than any individual, he is always felt to
be superhuman, even if not quite divine. He is at least a de-
scendant of the gods, something more than a man. His sphere
of activity is the real world, because what he symbolizes belongs
to the real world, no matter how fantastic its expression may
be (this is exactly contrary to the fairytale technique, which
transports a natural individual to a fairyland outside reality) . Hmm, guess that will teach me the formatting perils of copying from a PDF. More shortly.
Thursday, April 24, 2025
MYTHCOMICS: "TO DREAM-- PERCHANCE TO LIVE" (FLAMING CARROT #8, 1985)
"Certain particulars have more of an archetypal content than others; that is to say, they are 'eminent instances' which stand forth in a characteristic amplitude as representatives of many others; they enclose in themselves a certain totality, arranged in a certain way, stirring in the soul something at once familiar and strange, and thus outwardly as well as inwardly they lay claim to a certain unity and generality."-- FOUNTAIN, p. 54. Wheelwright's borrowed (from Melville) phrase "eminent instances" parallels my repeated distinction between the simple variables and the complex variables that make up narrative fiction. Unlike Wheelwright, my definition of "eminence" is strongly if not fundamentally bound to the ways in which the elements, or "instances," of a narrative reflect epistemological patterns found throughout human culture, which patterns provide what I define as "complexity." By the same token, simple variables in a narrative might be termed "non-eminent instances," because they are purely, or almost purely, functional in nature. Often these elements are just there, providing no more than background. However, in some narratives-- particularly those of the "nonsense fantasy" category I've been discussing-- an author can invoke in his readers a particular type of strangeness by undercutting a familiar "eminent instance" by infusing it with some non-eminent depictions or associations. Take the cover of FLAMING CARROT #2.
In this single-panel joke, author Bob Burden has his main character, the demented, absurdist superhero Flaming Carrot, refuse the challenge of "Mister Death" to play a game of chess, and instead propose a game of whiffleball. Though Burden often made random substitutions of silly images to undermine the Carrot's adventures, this substitution of whiffleball for chess is not so random. There can be little doubt that the trope "Death playing chess with a mortal" is derived from Ingmar Bergman's famous scenario from his 1957 film THE SEVENTH SEAL. A reader who knows nothing of that cinematic milestone, however, may still get the essence of the joke: chess is serious, whiffleball is silly, so substituting whiffleball for chess in any context is likely meant to carry a humorous context. Often Burden's substitutions were simple inversions like this one. But in the story I'll discuss here, Burden again invokes familiar images or tropes that have "eminent" associations and then tries to undercut them with their "non-eminent" opposites-- but what he assembles still keeps some of the original epistemological patterns, mostly belonging to the metaphysical category.The splash panel for PERCHANCE abounds in random imagery. Yet Burden can't quite manage to exclude the topic that the story is functionally about: the Carrot's descent into, and escape from, the world of death.
A few pages provide setup for the situation: that the Carrot fell victim to an ignominious accident that almost killed him, though a clique of "practitioners of eccentric and oddball science" revive the looney hero, and the rest of the issue is devoted to his description of the wacky limbo into which he descended. The dream of falling is fairly basic, even with the caveat that the hero falls in a drawn-out manner, like Alice, but Burden adds an interesting twist. After striking the ground, the Carrot finds himself hanging from a tree, where bugs crawl upon him. This may not be a reference to any specific story, though it did remind me of the story of Ishtar's descent into the underworld. In that myth, Ishtar is forced to surrender all of her vestments, leaving her as an empty shell to be hung on a peg until she's later rescued. In contrast, the Carrot only escapes his helpless suspension by surrendering "the things that held me to the tree"-- though he gets some help from luck, for he only gets completely free when he rolls his lucky number.
Carrot gets some minimal guidance from a "broadcast speaker" implanted in his chest by a person unknown, apparently in one or more previous stories, but the hero still needs a lot of input from the limbo-locals. A random association reminds Carrot of his early life, so he wanders to a suburban division where he encounters his childhood home, complete with his mother, who's now a vicious monster. Carrot escapes her with ease, and then gets advice from a "Beanhead," who tells him can only escape limbo by seeking a crossroads, though the fastest way to get there is to play a round of golf. The two of them encounter a city, though Beanhead declines to follow Carrot there.
Carrot wanders a little in the city until he happens to enter a gambling joint. There he meets an unnamed man with an eyepatch (so I'll call him Patch), one who's been looking for Carrot to return him to the real world, sort of a reversal on the Greek psychopomp who guides souls to the underworld. Unfortunately, Patch is Limbo's version of a Lyft driver, obliged to take more than one soul back. Carrot and Patch are joined by two guys whose only function is to give Burden a few new joke-routines. However, Patch meets his fate when he seeks to pick up a third "rider," for the third man objects to the name Patch calls him, and both of them perish in a gun-duel. Carrot steals Patch's ring and the three survivors flee an unseen horror, "The Dragoon."
A clue inside the dead guide's ring leads the trio to another dimensional traveler, Cracked Jack (presumably a pun on the cereal Crackerjack, in which one could find cheap prizes, including rings). This decrepit individual, who has a spider living in his skull, sends the trio to Potter's Field, which is the common phrase for a cemetery dedicated to people who can't pay for funerals.
On the belief that they can only enter Potter's Field with a bribe, the three goofuses waste a page burglarizing a rich lord's tower for some silver (pantyhose) eggs-- none of which matters, since they never meet anyone who asks for a bribe. When the three reach Potter's Field, it's not a cemetery but a movie theater, and the ticket-taker calls security on them. The guards prove to be the same long-legged wights seen on the splash page, but Carrot drives them off with his "real world" pistol (which he acquired from the very unreal simulacrum of his early home). And then the Dragoon overtakes the trio, proving to be a gigantic version of the Carrot himself. Can you say, "hero must fight evil version of himself?"
Following the demise of Carrot's companions, he rather belatedly asks the voice in his chest how the Dragoon can get so big. The voice tells him the giant makes himself big with "the power of suggestion," but when Carrot wonders if he can do it too, the voice discourages him. However, this time the demented crusader is correct; he enlarges himself and knocks his big doppelganger for a loop. He rushes to the movie-screen, entreating entrance back to the real world, but someone on the other side wants a password. Then the chest-voice finally justifies its existence with a word "means everything," and that gets Carrot back to the world of the living. He finishes telling his story to the mad scientists, who debate its truth-value while Carrot invites a bunch of cute bar-singers to serenade him. The End-- except for my verdict that if one excised all the "non-eminent" elements with which Burden tries to make the hero's journey wacky rather than imposing, what one would have would resemble many of the "straight" after-death voyages in both canonical and pop fiction.
Wednesday, April 23, 2025
AN AESTHETIC OF NONSENSE PT. 2
In THREE WAYS TO BREAK OR BEND THE WORLD PT. 1, I outlined the three principal ways authors rationalize their fictional departures from consensual reality: (1) The rationale of science.
(2) The rationale of magic.
(3) The rationale of "just because."
I also wrote of a major distinction between the first two rationales and the third: Now, whether or not a reader subscribes to the rational explanations as to how a fictional faery-door or a fictional FTL drive exists, the reader should perceive that both explanations appeal to a system of logic regarding potential change of phenomena. The third rationale, "just because," ceases to appeal to any system of logic, and it's possible that this is why its use far more fiction-categories than either of the other two. "Just because" is used to justify everything from a magical-realist premise like that of Jose Saramago's 1994 THE STONE RAFT, in which the Iberian Peninsula breaks off from the European continent and starts floating into the Atlantic, to an animated cartoon in which Bugs Bunny can pull a hammer out of nowhere to crown Elmer Fudd. In essence, the first two rationales are "quasi-rational," because they are patterned after rationales, both magical and scientific, that can be and have been used to justify the nature of phenomena in this our "real world." "Just because," however, is "non-rational," in that there are really no rules but those the author arbitrarily declares, like Roger Rabbit claiming that he cannot perform certain actions unless they're funny-- presumably, funny to whatever audience Roger is playing to. But just because a nonsense-world is thoroughly without rational content, that does make it without relevance to the human condition. In my review of Lewis Carroll's "Alice books," I listed five types of tropes Carroll used to give the mad, anything-goes phenomena of Wonderland and of Looking-Glass Land their own "internal logic." Whatever efforts, conscious or subconscious, Carroll took to make his mad fantasies have human relevance provide a loose parallel to the "labour and thought" which Tolkien felt should inhere in a consistent "secondary world." I plan to put these observations to a test in a forthcoming mythcomics post, in which I will endeavor to show how a particular "nonsense fantasy" author managed to encode internal logic into his freewheeling descents into lunacy.
AN AESTHETIC OF NONSENSE PT. 1
I'll commence this assault upon the Domain of Nonsense, this attempt to make nonsense make sense, with a contrasting example drawn from J.R.R. Tolkien's signature effort to defend his conception of fantasy from all those who have sought to downgrade that uber-genre. I will build upon my discussion partly on the points I made in the COMPENSATION CONSIDERATIONS essay-series, beginning here, though that series did not address the concept of nonsense fiction. But instead of rehashing those essays, I'll confine this essay to a quick re-examination of Tolkien's illustration of the way authors create what he called "arresting strangeness." "Anyone inheriting the fantastic device of human language can say the green sun. Many can then imagine or picture it. But that is not enough—though it may already be a more potent thing than many a “thumbnail sketch” or “transcript of life” that receives literary praise. To make a Secondary World inside which the green sun will be credible, commanding Secondary Belief, will probably require labour and thought, and will certainly demand a special skill, a kind of elvish craft. Few attempt such difficult tasks. But when they are attempted and in any degree accomplished then we have a rare achievement of Art: indeed narrative art, story-making in its primary and most potent mode."-- ON FAIRY-STORIES. Okay, fair enough. It takes special effort to imagine a world where a phenomenon of our "Primary World," the sun that appears to most persons on Earth as yellow, is actually green. No argument there. But what if you have--
Can one make a world with a polka-dot sun credible? If such a sun is depicted, particularly in a medium that can show rather than describe it, it will certainly seem strange to the reader and arrest any expectations that this is a world like our own. But a sun with a precise polka-dot pattern-- or even something more random, like the spots on a leopard-- is unlikely to seem credible in any way. The polka-dot sun is strange, but it departs from a causally coherent world so radically that one cannot make it credible in itself. At most, an author can posit that the world with a polka-dot sun is one where anything can come into existence "just because"-- which will lead me into Part 2 of this aesthetic endeavor.
Tuesday, April 22, 2025
LOVE, DENSITY AND CONCRESCENCE
I haven't written much if anything since 2017 about "density," when in the essay GOOD WILL QUANTUMS, I extrapolated a brief remark by Raymond Durgnat into a general principle, one applicable to all four of the potentialities. In that essay I wrote: 'density is the means by which the reader subconsciously rates one creator above another: because the reader believes that Creator A can better describe a set of relationships so "densely" that it takes on the quality of "lived experience."' Elsewhere in the essay and its follow-up, I qualified this statement by noting that all literary works, whatever potentiality they favored, were all *gestural" in nature, just to distance myself from associations with any criteria about fidelity to actual "lived experience." However, in due time I felt the need of a term that described the process by which such "potentiality density" came about, and for that purpose I freely adapted the term "concrescence" from Alfred North Whitehead. All that said, because density has a stronger association that does concrescence with the quality of some physical substance, it also proves somewhat better for describing the finished product. I might say, using my most recent emendations of my potentiality terminology, that "Dave Sim's work excels at dealing with didactic cogitations, while Grant Morrison's work excels at dealing with mythopoeic correlations." That quality of excellence can be metaphorically expressed as a given work's density, in that such density shows how thoroughly the author was invested in a given set of fictional representations (sometimes, though not usually, on a subconscious level). Now, knowing that level of authorial involvement doesn't intrinsically make a given work, or set of works, engrossing to all members of a potential audience. In fact, tastes are so variable that one can practically guarantee that no works will be all things to all people, if only because we esteem (or do not esteem) all phenomena according to our respective abilities to relate to those phenomena in some way. And my carefully considered positioning of the word "esteem" brings me to the "love" part of the title. Some setup: in chapter 40 of the romance-manga NAGATORO, main character Naoto, a high-school student, aspires to create good art. His senior Sana (the one clad in a towel) delivers the following critique of his recent effort, followed by her criterion for good art.
In the story the discussion is interrupted, and at no point in the series does this aesthetic credo get further articulated. Given that the author Nanashi devotes the bulk of NAGATORO to the dramatic potentiality, his main reason for having the Sana character make this statement is to imply a correspondence between the way a good artist is "in love" with his material, and the way Naoto specifically needs to invest himself in life, whether it's drawing his subject matter with passion, rather than with mere polished technique, or in his romantic relationship to the titular Nagatoro. I would tend to think that Raymond Durgnat, who was my original guide to the density-metaphor, probably would not have disapproved of Nanashi's use of "love" as a metaphor for artistic investment, for wanting to "know" a subject intensely (if not actually romantically).
Monday, April 21, 2025
THE READING RHEUM: 2001: A SPACE ODYSSEY (1968)
I'm reasonably sure I never reread Arthur C. Clarke's novelization of the movie he scripted with Stanley Kubrick. I don't even remember noticing the various differences between book and movie, though I imagine that I twigged to the obvious fact that Clarke rendered highly specific explications of all the things that Kubrick left implicit in the cinematic 2001. In fact, I recall that one book reviewer for a SF-magazine back in The Day was so enamored of Clarke's version of the book that he regretted that it hadn't been followed for the movie.
I was not so entranced. Frankly, after coming off the high of watching the completed Kubrick film, I was mostly bored out of my skull. Now I say that with the caveat that I've long been a Clarke fan, though I divide his novels into two categories (leaving aside the short stories for separate consideration). One category includes his most ambitious, visionary works, mainly (assuming I haven't forgotten something) CHILDHOOD'S END and THE CITY AND THE STARS. The other group takes in books which are more blandly informational about whatever scientific subject they explore -- the ecology of the sea for THE DEEP RANGE, the lunar surface for A FALL OF MOONDUST. Clarke's ODYSSEY, despite reproducing many of the narrative tropes of the finished movie, proves not visionary in the least. It delivers lots and lots of dry information about the world of ODYSSEY but would have made a very dull movie.Divergences between book and movie came about because, even though the book wasn't in circulation until after the finished movie came out, Clarke wrote the novel from a treatment he and Kubrick had completed, as well as from some incomplete rushes from the movie. However, everything I've heard about Kubrick's directorial process indicates that he frequently changed his mind on various elements while still in the process of filming, and there's no way Clarke could have incorporated any of those changes. Yet as a reader I still find Clarke culpable for some of his choices-- for instance, dragging out the cavepeople sequence far beyond its function within the greater whole. The oddest divergence is the ending, after astronaut Dave Bowman has passed through the Stargate and finds himself stuck, for the rest of his life, in a replica of a human hotel room. In one of Kubrick's few commentaries on his enigmatic masterpiece, he admitted that the monolith-making aliens were keeping Bowman in a zoo-like captivity in order to study him. The nature of the replicated room suggests no other feasible purpose, so I tend to reject any idea that some alternate function appeared in the treatment from which Clarke was working. I think it more likely that Clarke simply did not, for whatever reason, like the idea of Bowman passing his whole life in the room until he's transfigured. So in the book, Bowman spends one "evening" in the room, has a meal, goes to bed-- and is immediately transfigured.
I hadn't reread the book when I reviewed the movie in January, but I did glance at the book's transfiguration sequence and the subsequent birth of the Star-Child. Clarke doesn't provide any more rationale for the aliens to transform Bowman than the movie did, though in one chapter Clarke asserts that at some point the ETs became fascinated with other life-forms out of an existential loneliness. In that film-review, and in this essay touching on Jack Kirby's comics-adaptation of the story, I raised the question as to whether Kubrick or Kirby reproduced any narrative tropes relating to Nietzsche's concept of "self-mastery," which to him was essential to the formation of the ubermensch. I did find one (possibly accidental) trope in the Kirby work, but I couldn't demonstrate anything definite in Kubrick's movie, and I didn't find (or expect to find) anything of that nature in Clarke. From the smattering of accounts I've read/heard about Kubrick's creative process, I don't think he was all that devoted to Nietzsche's philosophy. I think he intuited some similitudes between that philosophy and the themes of "transhumanism" in certain science-fiction works, though when he first started working with Clarke, it doesn't sound like Kubrick had even read any of the author's works. I don't see the theme of self-mastery in most of the director's other famous movies, so it may be that he only embraced the German thinker for the sake of that one movie, much as Federico Fellini directed a passion for Carl Jung into one film, JULIET OF THE SPIRITS, but did not explore Jungian themes in his later movies.
THE READING RHEUM: A WIZARD OF EARTHSEA (1968)
I probably first read A WIZARD OF EARTHSEA and its two sequels no later than the 1970s. Within the last ten years I re-read them all for a book-group. I confess that despite that re-read I remember little about the sequels. I emphasize this reading history to underscore the fact that even though I seem to remember liking Ursula Le Guin's ambitious, arguably anti-Tolkienian trilogy, I don't think I tended to re-read the series, as I did with similar serials by Frank Herbert and the aforementioned Tolkien.
I won't chart the loose plot of the novel here. What LeGuin presents to the reader are a loose series of incidents in the life of an islander in the fantasy-world of Earthsea: Ged, who comes from humble origins but who advances, sometimes in spite of himself. to become one of the foremost wizards in the world. I'm more concerned with pinpointing the major themes and tropes found in EARTHSEA. I find these to be "anti-Tolkienian" in that LeGuin is not concerned with the major good-vs-evil conflicts characteristic of most epic fantasy, but with an exploration of interiority, of what some call "the self." The defining problem Ged faces in his youth, and in his early years mastering the skills of wizardry, is that of his own pride. His pride leads him to unleash upon himself a pursuing Shadow, a form of "second self" which provides much of EARTHSEA's narrative drive. Roughly halfway through the book, while Ged is fleeing his personal demon, he takes refuge with his teacher Ogion, who tells him:
“You thought, as a boy, that a mage is one who can do anything. So I thought, once. So did we all. And the truth is that as a man's real power grows and his knowledge widens, ever the way he can follow grows narrower: until at last he chooses nothing, but does only and wholly what he must do. . . .”
Passages like this one demonstrate that LeGuin, in contrast to the Judeo-Christian focus found in Tolkein and Lewis, advocated the monistic approach of Taoism, at least as she understood it. This is not to say that Ged is a non-combative protagonist. EARTHSEA includes fascinating sections where the young wizard, once he's gained greater control of his own psyche, forces a powerful (and intelligent) dragon to yield to Ged's will, and overcomes the temptation of an archaic evil spirit. (To be sure, there's the suggestion of a Faustian trope, but by this time in the novel Ged, unlike Faust, has advanced beyond worldly temptation.)
While I enjoyed my third reading of EARTHSEA, I concluded that I find the morality of LeGuin too arid. I noticed on this reading that although two or three of Ged's teachers seem to intuit the great mistakes he's going to make, none of them ever proffers any advice to guide him away from those errors. Had any of them done so, of course, that might have prevented Ged from bringing about the book's central conflict, which could have been a major problem for LeGuin. But I still find her actual approach overly schematic, as if she wants to put Ged under a microscope to observe the things he does. Though EARTHSEA probably has a much better literary reputation than the 1970s teleseries KUNG FU, I find that the better scripts of that program more involving that this fantasy-novel, particularly with respect to how the hero Caine is advised by his perceptors. The hero's Shaolin teachers are always seen in flashback, rendering bits of abstruse philosophy to Young Caine, which insights Modern Caine reflects upon in order to draw current conclusions about how to act in a current situation. Caine's absent teachers don't do his thinking for him, but they pass on their knowledge so that he can take advantage of it later. Ged is like one of the many islands that make up the world of Earthsea, isolated from his fellow humans even though he chooses to perform good deeds on their behalf. In both her non-fiction and her fiction, LeGuin abjures the visceral in favor of the intellectual-- which doesn't always make for the ideal re-reading experience. Incidentally, the first EARTHSEA book is definitely a candidate for a category of proposition/postulate I discussed here: one which "includes a blend of formal-didactic and informal-mythopoeic postulates."Friday, April 18, 2025
CURIOSITIES #46: A TALE OF TWO MATTS
I happened to read a scanned copy of TWO GUN KID online and noticed that about five times in the text, the Kid's secret identity of "Matt Hawk" is addressed as "Matt Murdock." DAREDEVIL #6 was out at the time, so I don't find it hard to believe that Stan Lee was quickly typing the script and forget which Matt he was writing about. Presumably all was corrected in reprints.
Thursday, April 10, 2025
MYTHCOMICS: THE LIFE AND TIMES OF SCROOGE MCDUCK (1994-96)
There's a certain irony that for many decades the Disney Corporation invested heavily in promulgating its version of "Americana" to the American public, through adaptations of historical events like "Davy Crockett at the Alamo" and theme-park attractions like "Frontierland." Yet, when their widespread commercial interests resulted in producing their own genuine Americana-- something with arguably deeper roots than Mickey Mouse and Donald Duck-- the corporate gatekeepers treated both the creator of the work, and the creator's most ardent disciple, with something less than approbation.
I confess that though I read most of the important Carl Barks "duck books" when they were just comics that cost a dime or so, I recognized their special quality. Yet I did not become passionately devoted to the duck-world as did my rough contemporary Don Rosa. He started out simply doing fannish pastiches of Barks, but over time Rosa graduated to submitting his own art and scripts to publishers-- not to Disney, which didn't allow artists to keep original art, but to the European publisher Egmont, who kept the Disney funny-animal brand circulating overseas even when such "kids' comics" were fading from American comics shops. And his grand project, "The Life and Times of Scrooge McDuck," was Rosa's ultimate homage to Barks. Barks had taken the originally rough character of Scrooge, in large part the epitome of the Skinflint Scot, and made him into a paean to the American success story. Rosa took the next logical step: to assemble all the data that Barks had conveyed about Scrooge in a panoply of largely discontinuous stories-- and make it into a biography that was a more organized portrait of American capitalistic triumph. All twelve of the stories in LIFE are stand-alone stories, beginning with Scrooge's childhood in late 1800s Scotland. During these formative years, the boy becomes obsessed with making his fortune, and he keeps the first dime he ever made-- his "lucky dime," as some Barks stories called it-- as a marker of his intention to amass wealth rather than spending it.
One thing that distinguishes Rosa's project from simple continuity-building is that once Scrooges makes his inevitable journey to the United States to seek his fortune, Rosa exerted himself to research each historical situation in search of unique factoids, like the perils of navigating steamboats on the Great Mississippi, or a unique law about laying claims to mining property.
Just like Barks, Rosa also points out both the dramatic and comedic consequences of making money, as when Young Man Scrooge finds his fair-weather friends turning away from him once he's become a man of means.
Like many fortune-hunters, Scrooge's primary relationship to the many exotic lands he visits is that of hunting for precious metals in the earth. However, on occasion the young adventurer encounters some of the metaphysical mysteries of older cultures in spite of himself, as with this Close Encounter of the Dreamtime Kind. Now, in general Scrooge deals fairly with those who deal fairly with him and wreaks vengeance on those who seek to rob or swindle him. He's not the typical capitalist exploiter of the land and native cultures-- except once, when it's funny. Rosa continues his trope of "money makes no one friends" when Scrooge returns to his native Scotland, now a millionaire. He's unquestionably arrogant about his success, but the humbler denizens of Scrooge's burg are something less than charitable. And though the above exchange was written in the early 1990s, it sounds very contemporary, with one Scot insulting the rich duck, getting insulted in turn by Scrooge, and then complaining that Scrooge is "repressin'" him. Scrooge soon returns to his adventuring ways, with his two sisters in tow (since none of his future wage-slaves, nephew Donald and Donald's own nephews, have been born yet). This time the arrogant billionaire, still focused on making more money but only through his own personal efforts, runs up against a fearsome native who's fully aware of how Scrooge means to exploit him. This tale is also Rosa's partial rewrite of a famous Barks story, "Voodoo Hoodoo," in which the billionaire duck cheats the above-shown native chief Foola Zoola. In the Barks story, Scrooge shows no regret for his actions, but Rosa attempts to make his deviation from honest if hard-dealing labor to be a lapse in judgment-- one that Scrooge briefly regrets, only to conveniently forget about making things right.
In the final story Rosa retells the story in which the elderly, reclusive billionaire at last meets his nephew Donald and his three grandnephews, with whom he will go on to a new series of world-spanning adventures. In his notes for this story, Rosa attributes to Barks the central idea: that Scrooge's real reason for holding on to all his self-earned wealth is that every dollar, every coin is a memento of the uncompromising life he's lived. I leave it to Duckworld scholars to determine if Rosa is being overly modest on the subject. I think it's possible that Rosa is more deeply in historiography than Barks was, not least because Barks's editors may have encouraged him to avoid any topics not appropriate to children's comics-- though, because Barks was a genius, such topics made their way into the mix anyway. Incidentally, Rosa's passion for real-world history leads to the only crossover aspect of the work, apart from the final-story appearance of Donald and the nephews. As I said, all of the stories in the volume are fundamentally stand-alones, so that none of the Scottish mallard's famous foes-- Flintheart Glomgold, Soapy Slick, and the Beagle Boys-- "cross over" with one another in a given story. However, in one story Scrooge has a brief encounter with none other than the legendary Wyatt Earp. True, it's Wyatt Earp depicted as a funny animal-- but it's a charisma-type crossover all the same.