Three more things I’ve been thinking about

Ian McKellan as Gandalf with his head in his hands in a greenscreen room.

Not to overwhelm with lists, but I’m not on an essay-writing clock right now and it’s the best way I can keep passing on things I love! Three recommendations:

  1. Jessica DeFino’s The Unpublishable would 1000% have made my list of model Substacks had I been lucky enough to discover it before writing that post. Something that’s become super important to me as I navigate my own Substack, is that writing about genre is often about masculinity. Fantasy and action and superheroes and horror and westerns often privelege a male point of view. So I’ve been really making an effort to circulate good feminism into my reading. The Unpublishable is about consumer beauty culture, and one of the major engines of beauty marketing is that upholding beauty standards is (sold as) fun!
  2. A legendary essay which the latest edition of The Unpublishable reminded me of: Everyone Is Beautiful and No One Is Horny. I need to give it a good reread, and also probably thumb through Blood Knife in general, so consider this me putting a pin in it.
  3. Not a recommendation per say, but I’m thinkin a lot about Ian McKellan on the set of The Hobbit. In case you didn’t know, he had what lots of publicaitons packaged as a “breakdown” on the almost completely greenscreened set. He’s been acting since 1958. Do you think anyone with a front seat to the increasing demand of publishers and the decreasing purchase of actors (and crew) would have responded any differently? Can we at least agree that using a greenscreen to film the interior of a house is a little much?

What I had fun with this week

The cast of Psych in a matte green interrogation room for a promo image.
I long for those halcyon days when promos were shot like this.

One thing I would recommend about a daily blog: you get a much better sense of your creative life. I’ve sort of been running myself ragged these last couple of weeks, which I noticed because I haven’t added to my collection since the February 24. That means I’ve still been producing writing, but haven’t fed myself in any meaningful way, or doing the kinds of things that keep me grounded in reality. Which usually happens when I write for the future rather than for me right now.

Anyway, I’ve still found plenty of time for fun. Here’s what I’ve enjoyed this week:

  1. There Will Be Blood. Chronologically I think it’s the first thing I watched this week, and I’ve been meaning to for a while. As for how much I enjoyed it… well I certainly respect and appreciate the movie a lot, but I found it extremely boring. Very high highs (“I drink your milkshake” and “I’m going to cut your throat”), but surprisingly little writing. I almost bailed waiting for the first line of dialogue. Stuck with it, enjoyed it, enjoy that it’s very much a slow descent. Were I a film scholar rather than primarily a writer, I think I’d be smitten. Daniel Day-Lewis was great, of course. Don’t think I’ll write more about it, though, which is why I’m writing about it here. (Oh, only one more thought — it’s a great story about gender!)
  2. Psycho, in preparation for my upcoming Supernormal post. Found it a really interesting watch, and so I expect I’ll definitely write more soon.
  3. Psych (no relation). Emma started watching it appropos of nothing, which tickled me to no end, because I used to watch ever episode of Psych many, many times over. Still holds up. Love a good detective thing.
  4. Poker Face. Speaking of good detective things, we watched the first two episodes and I’m loving it so far! I went in expecting it to be nothing like Knives Out, which was the correct expectation. What struck me most so far is how it reflects waned attitudes towards the police, whereas most whodunnits are very cozy with police.
  5. Geek Out, a very lightweight dorky trivia game. My favorite kind of party game is just good conversation. I also love watching people be good at things. Geek Out is fun because it switches between “who can name the most x” and “how many x can this one person name.”
  6. Idk if it’s kitschy to mention my own stuff, but I had a lot of fun writing my blog post on whether movies will become games.
  7. Learned my favorite coffee shop has decaf espresso, so I’ve enjoyed plenty of long(ish) walks with mochas.
  8. Cooking: lemon chicken orzo, crab fried rice, and I messed around with North African flavor profiles for the first time to great effect.

Strange metaphysical surplus

From Dominic Pettman’s bizarre, incredible opening address to the 500th anniversary of the death of Francine Descartes, the robot daughter of René:

She learned to become accustomed to the strange looks she received from waiters, shopkeepers, hoteliers, and people in the street: people who seemed repulsed by her mechanical gait, her artificial smile, her uncanny too-blue and too-shiny eyes. Her wind-up limbs. Just as she learned to bite her leather tongue when her father-maker voiced his strident opinions concerning animals, and their want of a soul of any description; his conviction that dogs, cats, pigs, and horses were simply God’s fleshy clocks, bereft of this strange metaphysical surplus that humans claimed to have, yet could never prove or render tangible.

(Francine is a real legend about Descartes, by the way.)

 

Will movies become games?

 

Two adults wearing futuristic VR headgear, in a theater with others wearing the same device. One eats out of a red and white paper cup.

I’m reading Flicker, a book by psychologist Jeffrey Zacks about what happens in our brains when we watch movies. Haven’t finished yet, so what I have to say is half-baked — suffice it to say I like the book, although I always surprise myself by not liking psychology very much — but it makes an argument that shows itself everywhere around the psychology of movies. Namely, it makes a case that films will sooner or later be usurped by, or otherwise incorporate elements of, video games.

Usually, the bones of this argument are something like:

  1. For a very long time, movies and video games didn’t exist.
  2. Then, movies did exist and video games didn’t. Movies became very popular, though they are sometimes criticized as a passive medium.
  3. Video games revealed new frontiers of interactivity in media, thereby solving the fatal flaw of movie watching.

C. Thi Nguyen, discoverer of the “stupid game” and archpriest of whatever it is I’m doing here, devotes the length of his book Games: Agency as Art (which came in the mail just before Flicker, and which I’m so excited to read) to defining the art form of games. He writes:

Games… are a distinct art form. They offer us access to a unique artistic horizon and a distinctive set of social goods. They are special as an art because they engage with human practicality — with our ability to decide and to do.

What irks me about the “movies will eventually become games” argument is that it assumes either that all art will converge into one perfected art form, or it denies that games are unique as a medium, instead supposing that they exist as some benign growth waiting to be reabsorbed into the body of other media.

Movies are new, but passive forms of engagement are not. Books, plays, operas, ballads, folk songs, water cooler conversations, murals, histories, oral tradition. Video games are new, but our ability to interfere with narratives is hardly new. At a campfire, you could always shout over the storyteller. Games in general are ancient.

Both forms need to exist. One emerges from our trust that other people have stories to tell, and that those stories are functionally or aesthetically useful; the other comes from our need for cognitive enrichment, for fun. Both inscribe some kind of information for posterity. Movies — and books, too, though in different specifics — write down narratives. C. Thi Nguyen argues that games inscribe mindsets, forms of agency, certain methods of engagement. His argument is really persuasive, from what all I’ve read so far.

Anyway, thank you letting me share my befuddlement with this problem. Not all art is either narrative or practical. A lot is neither. A lot is both. None would dominate the culture if they weren’t emerging naturally and, to some extent or another, necessesarily. Which makes it especially funny that, as far as I know, no interactive movie experiment (like Black Mirror: Bandersnatch) ever captured prolonged interest.

I watched Cocaine Bear

A bear with a bloody face roaring.
Photo via Vulture

I’m not usually this on top of trendy movies, and for that matter I don’t know if Cocaine Bear is actually trendy. Judging by the turnout at the theater (including one guy who showed up in a bear costume) and the memability of the movie’s premise, I’ll assume that it’s at least known about. No spoilers ahead.

  1. At ~$30 million, Cocaine Bear sits in the mid-budget category — just above Everything Everywhere All at Once and just below Knives Out. There’s a really persuasive argument by REKRAP (and elsewhere) that the demise of mid-budget cinema is bad for movies as a whole. Mid-budget movies can’t afford top-of-the-line spectacle, but good ones make up for it by getting very creative with the resources at their disposal. $30 million is still a ton of movie. We’re not talking about short films here. But in filmmaking, it’s at the sweet spot of affording great talent (but not idols) and creating great effects (without an overwhelm of CGI). Some examples without adjusting for inflation: No Country for Old Men, Blade Runner, Hero.
  2. It’s a lot of fun. Like, you’d have to be Grape Nuts level boring to make this movie and make it boring. Cocaine Bear does a lot of “goofy suffering” humor, and it’s not for squeamish moviegoers. I probably would have switched it off if I was watching it at home. But my friends and I ate a bunch of barbecue, then saw it in theaters with popcorn and beer. Made for a solid night.
  3. What Cocaine Bear doesn’t do as well, in my opinion, is capture the magic of goofy horror movies. Slashers — and not to sound like a broken record with my No Country take, but I think Cocaine Bear is uncontroversially a slasher, or at least a splatter thing — succeed when they marry the over-the-top and the self-serious. Scream works as parody because of the year it came out (at the end of the Golden Age of slashers), but also because it’s just good horror. Plus it does something new by adding a whodunnit element. I can’t explain exactly what I mean, but Cocaine Bear feels like a two hour punchline. It’s a fun watch, but I’m not sure it has many opinions about what a horror movie should be.
  4. One stance the movie does take, which is very refreshing, is that it’s not fun to gut characters in the middle of their plotlines. For the kind of movie it is, it uses death pretty judiciously. Ditto, the bear is treated more like an animal than like Jason Voorhees, which I love.

Quick aside, but there’s a language for animals in movies that I think is developing, to the benefit of cinema as a whole. I’m thinking of The Banshees of Inishiren, which prominently features a dog, but finds many ways to tell you that the dog will be okay. That said, if you’re considering watching the movie and are sensitive to animal plotlines, still check Does the Dog Die.

Bicycle for the mind

Michael Fassbender speaking as a young Steve Jobs.

Andy Hertzfeld on Aaron Sorkin’s Steve Jobs:

None of it happened, but it’s all true.

The film (starring Michael Fassbender, not Ashton Kutcher) recounts Steve Jobs’ life through subtext, through suggestion, rather than through lovingly recreated scenes from his real life. The effect is much more powerful. Andy Hertzfeld was portrayed by Michael Stuhlbarg in the film, and though he hated the Kutcher version, he loved Sorkin’s.

As an example of what I mean, here’s my favorite quote from the movie, versus the real quote it’s based on.

Sorkin:

The most efficient animal on the planet is the condor. The most inefficient animals on the planet are humans. But a human with a bicycle becomes the most efficient animal. And the right computer — a friendly, easy computer that isn’t an eyesore, but rather sits on your desk with the beauty of a tenser lamp — the right computer will be a bicycle for the mind.

Jobs:

I read a study that measured the efficiency of locomotion for various species on the planet. The condor used the least energy to move a kilometer. And, humans came in with a rather unimpressive showing, about a third of the way down the list. It was not too proud a showing for the crown of creation. So, that didn’t look so good. But, then somebody at Scientific American had the insight to test the efficiency of locomotion for a man on a bicycle. And, a man on a bicycle, a human on a bicycle, blew the condor away, completely off the top of the charts.

And that’s what a computer is to me. What a computer is to me is it’s the most remarkable tool that we’ve ever come up with, and it’s the equivalent of a bicycle for our minds.

Which one is more real? Which one is more true? Are these two quotes saying different things? How you answer those questions says a lot about what art is for.

Cell phone novels

A young man on his phone next to an older man reading a book.

Four of Japan’s top five literary best sellers in 2007 were written on cell phones.

The authors of cell phone novels — associated mostly with women aged 10-29, the Twilight set — were limited by the technology of early smartphones, but that was fine. Limitations create art. Cell phone novels read line-by-line, rarely in paragraphs, and use white space to lend their narratives poetic luster. Here’s an example from takatsu’s Move:

Like a lost
soul

I swim through insomniac night
crowds

and stumble into
my tiny desolate
apartment

dropping my frozen
suitcase

Narrative precedes concerns like rhyme and meter. If you’re familiar with prose poems, you can think of cell phone novels like poem prose, optimized for a mobile screen. Fans read cell phone novels how they were written, i.e. over long commutes.

They weren’t light reading, though. Stories were “dark, sensational, and sexual.” The first cell phone novel, Deep Love, follows a young woman, Ayu, who turns to sex work to save her dying boyfriend. She dies of HIV. Ayu conveys this all in confidence, so that the line blurs between character, hurriedly outlining her story, and author, pouring themselves into their phone with little filter. Authors describe a personal connection to the content of their narratives — the word we’d use now is “self-insert” — although Deep Love itself was written by a man in his thirties.

(By the way, I had a ton of trouble accessing the classic cell phone novels — Deep LoveI, Girlfriend — because the genre lived and died in Japanese. It originated in 2002, the year of “Hot in Herre” and Die Another Day. I read mostly excerpts from the second-wave Western cell phone novels of 2008, the year of ghost peppers, Bitcoin, Quantum of SolaceMaho iLand, the usual haunt for cell phone novels, remains active and free to read.)

As the cell phone novel climbed in reputation, three basic viewpoints emerged.

  1. I sure do enjoy reading cell phone novels. (This was mostly the claim of young women, although by 2007 everyone from major publishers to literary critics had gotten a hand on the ball.)
  2. Cell phone novels will destroy the author and the novel. They’re poisoning the minds of young people ew icky gross.
  3. Aw, these are so precious. They’re almost like real literature!

The breezy style of cell phone novels, the sort of Notes app tone with no extensive editing, didn’t help their purchase with the literati. I see “substandard grammar.” I see “sudsy” and “cutesy.”

Even praises of the genre focused on its utility. Publishers reached out to cell phone novelists, offering them the chance to publish their work as a “proper book.” At least the girls are reading; maybe this whole cell phone fad will do some good; next they might read actual fiction.

It wasn’t all pretentious. National competitions recognized and uplifted talented young writers, outpourings of gratitude from fans flooded the often anonymous authors’ inboxes. And despite their grousing, traditional publishers did capitalize on popular cell phone novels, transmuting them into manga, anime, and “proper books.”

Keep reading.

Introducing: Supernormal

An old-timey illustration of a hand over a machine that looks like a speedometer.

Happy Substack Week.

Why is this celebration called Substack week? Because tomorrow I send out the very first post on my Substack — which I wanted to be a surprise, but I accidentally said the title and topic earlier this week. Whoops. This post will expound on what I’m hoping you get out of the newsletter, what I’m hoping to get out of the newsletter, and what that will mean for the blog. Without further ado…

Supernormal is a newsletter about fun. It’s written by me, Dayten Rose.

A stimulus is called “supernormal” when it exaggerates a natural stimulus. Supernormal responses are bigger than naturally evolved responses. Candy is a supernormal stimulus.

I want to convince you that fun is an aesthetic experience worth talking about. You can think of this newsletter as a sort of culinary review of candy, except we’ll talk about action movies, Twister, magic tricks, horoscopes, and other things that everybody loves but nobody takes seriously

The general argument I want to make with Supernormal is this: distinctions between “high” and “low” culture are arbitrary, the things that most people enjoy are equally worthy of criticsm as things that an enlightened few enjoy, and people who are critical of fun are actually critical of power structures. I’ll be making this case every other week (pending) via medium-length essays (also pending) about ways that people have fun.

My ideal Supernormal post will be something like a more robust, better researched version of my astrology post, the guns in games post, and the Backrooms post. You’ll notice I wasn’t 100% positive about the Backrooms. While I generally prefer to love more things than less things, I do believe that there’s such a thing as bad art. But pop culture deserves to be treated as art. If Citizen Kane is art, so is Die Hard.

While I have ever intention and desire to keep up daily posting, it just doesn’t make sense for me to juggle completely distinct writing projects. It doesn’t fit into my life right now. Although if I had many many adoring Substack subscribers, that could change…

So, you may see more collection posts. I may also use this space to workshop ideas for Supernormal, so as to be efficient with the time I can spend on writing. For example, tomorrow’s post to this blog will be a part of tomorrow’s Supernormal post. That also means if you follow both, then there’ll be a surprise factor.

If you don’t want to see how the sausage gets made… please follow the Substack! I care much more about my success there than here. Or come back every now and again and see what I’ve been posting. But I would appreciate it if I’m not sending this thing out to like, the three people at work who I’ve told about it.

Ultimately, I want to make a strong case for fun, and I want to develop a community that cares about fun. My hobbies have always been embarrassing — I play a lot of video games, I play a lot of D&D, I watch a lot of YouTube video essays, and I watched more Westerns than Oscar nominees in 2022. When the icebreaker question is “What do you do for fun?,” I freeze. But I’ve always had a stubborn streak, and I want to put my foot down. Fun is good. It drives more behavior than we admit.

And I’m going to try and prove it to you. Tomorrow’s post: the cell phone novel.

A party favor, since if you’re reading this you are almost certainly among the 15 people in the world who will have followed Supernormal from day -1: the picture is a sthenometer, a device created to measure “nervous force.” It comes from Paul Joire’s 1916 book Psychical and Supernormal Phenomena. It didn’t work.

Posting times

An hourly heatmap across days of the week. The graph is titled, "Best post times."

In the extremely unscientific chats I’ve had with friends, they’ve all described the same approach to reading the blog: every couple of days they catch up on those couple of days’ posts. That’s good. I often push a post out at 10 or 11, especially collection posts, which is a very unprofessional posting time.

Posting the same time every day, every week, boosts engagement. I remember I used to look up a subreddit analyzer to give my posts the best chance of being seen, before deciding Reddit is a place I don’t really want anything to do with. That’s sort of a sad behavior in hindsight. Not that you aren’t within your rights to maximize digital potential, but I sought to maximize my online likability and short-term gratification, not build a meaningful platform.

I can post whenever I want on the blog. It’s my online house, and posting at 11:59 p.m. is sort of like castle doctrine.

But when I’m taking advantage of another platform, it only feels polite to keep some kind of bank hours. I like the idea that somone could look forward to a post at an hour on a day.

But I hate the idea of needing something every single week. Would love that! Except that I have a full time job.

But isn’t variable reinforcement more effective anyway?

But should I apply behaviorism to my art? Is that not just the Reddit thing again?

When the going gets ugh, I do what’s best for me. Feeling a post every other Saturday, but I reserve the right to post an essay whenever it’s done.