Friday, May 16, 2008
Movie trailers and the dangers of virtual reality
What makes the old trailers so different is how focused they were on the narrative of the films advertised. This hits you right away in the voiceover. Whereas lots of trailers today -- maybe the majority -- have no voiceover at all, it seems like every trailer back then had voiceover, and a lot of it. These old voiceovers functioned like narrators, introducing you to the characters and giving you lots of exposition. In contrast, voiceovers in trailers today are spoken by a remote-sounding, Godlike man in vague, stereotyped phrases such as "In a world where...," "...one man...," etc. which set the scene and mood with as few words as possible. The clips in pre-'90s trailers, too, tell a story; they're loooong clips, all of uncut dialogue, all in order, mostly of the same length, going all the way up to the end of the film and often essentially giving away the ending. In contrast, trailers today show you lots of short, out-of-order clips of varied lengths, many of them atmospheric shots of setting, silent action, or even just text on a blank screen, and the clips containing dialogue are always edited down and compressed, creating more of a collage.
Here's a comparison: the upcoming Pineapple Express has a trailer that I love to watch over and over again because of the way it massages my mind's visual and aural pleasure center with its lovely rhythmic cutting while not taxing it with anything but the most basic evocation of narrative; contrast that to the relative clunkiness of the trailer of a similarly-themed movie from 1978. What a difference. And yet I'm sure that if someone made a new trailer for Up in Smoke, it could look just like Pineapple Express, because compared to trailers, the style of movies hasn't changed at all. It would also be funny to try cutting an old-style preview of Pineapple Express to see just how unenticing it could be made to look.
Anyway, basically, the people making the trailers figured out that what they were selling wasn't a story, but an experience of a story. And that's what trailers show you: an extremely heightened, compressed sense of what the full-length experience of seeing a movie will be like. And they work really well; movie trailers are like crack, and all human beings readily admit that they love the previews.
But in terms of the actual movie, people are there for the story, right? The importance of the story of a movie gets lots of emphasis from filmmakers, especially recently, in my experience. Seemingly all film schools aggressively proclaim that their curriculums are centered around "storytelling," and most screenwriters and directors emphasize how their main drive is to "tell a story.” It starts to sound a bit defensive – and with good cause. Because the vast majority of the movie-going public, I’m pretty sure, does not go to movies for stories; they go for the same thing they like about trailers – the experience, which is primarily the experience not of the story but of the alternate world for which the story is only a fourth-dimension framework allowing you to pass through that world in time.
But if you didn’t need a stable framework for the fourth dimension in a world – what then? Well, that’s what’s possible in virtual reality. And virtual reality is the direction we’ve been moving towards for a long time. It’s what goes on in the movie-franchise phenomenon, which allows you to experience a movie in multiple media – the film, books, websites, TV shows, theme parks, food, music, weddings, furnishings, clothing… – to the extent that you’re essentially participating in an alternate world. New electronic media, as well -- the internet, video games, even DVR and OnDemand to some extent – break down the artificial structure of time created by the story and open up untold new dimensions through which humans and their senses can travel. Interestingly, this surrender of the fourth dimension in media is coinciding with new advances in the exploration of multiple dimensions beyond the fourth in reality.
What’s happening is the implosion of fixed-time narrative in media and its replacement by experiences of other worlds in which we the audience create the narrative ourselves.
But wait. What happens when we get rid of the story?
I think bad things might happen. Bad, bad things.
Stories are what communicate meaning and truth. They’re normative. They’re stable. They provide reference points for comparison, standards. So when stories are completely eclipsed by experience, which is amorphous and amoral, we lose a way of examining and agreeing on central significances in life. Is it a coincidence that the most successful virtualesque video game, Grand Theft Auto, is about a chaotic and amoral world? No.
Not only do storyless media experiences dispense with frameworks for meaning, but they also create a very problematic illusion of free choice. In the phantasmagorical hyperreality of a Disney franchise or packaged-goods brand universe, we have the illusion of traveling into a new world, where we can try being ourselves in a different atmosphere. The problem is that this atmosphere is not a neutral playground for our senses; it is a highly fake fantasy designed expressly to sell us things. There is in fact a built-in message in these artificial universes, and the message is BUY ME. And this message gets across so successfully exactly because of the way it exists apart from narrative and time. A commercial, which is like a story, tells you one thing once. A world, which when very successful can get confused with reality, brainwashes you constantly.
Tuesday, March 25, 2008
My marketing idea
The problem is clearly that the old marketing paradigm (companies pay advertisers, who buy ad space from media, who show it to consumers, who buy the products advertised) is poorly suited to Web 2.0. The mass-market messaging of traditional advertising is just really clunky within the highly segmented realm of the internet. So far, marketers have been sticking to the old paradigm, tinkering with ways to insinuate mass-messaging into social networks, etc., in creative and sticky ways. But I think this is going at it from the wrong direction.
What if instead of changing how the ad space is used, marketers changed how the ad space was bought? Namely, why don't marketers start buying ad space from consumers instead of from media? This is already sort of what goes on when you watch TV episodes online on networks' pages and they make you watch a little commercial first: you agree to submit to advertising in return for the "payment" of entertainment. But the same idea could be expanded into an actual financial transaction between the company and the consumer. For example, marketers could pay MySpace and Facebook users to post ads for products they like on their pages. You can already be a "friend" of a product; but in this case, you would be a paid "friend." The catch would be that marketers would invent a new kind of spider to crawl social network pages and decide which people are the most popular and cool; these people would be paid more to post ads than other people. Similarly, on YouTube, the posters of videos that got the most views would get paid the most money for showing ads before their videos.
In other words, The Media would get cut out of the advertising loop. Instead of being providers of content, they would become providers of technology -- period. They would be paid by users, not advertisers. So, use of Facebook, YouTube, etc. would no longer be free. This transition from free to paid Web 2.0 would be similar to the transition from free T.V. to paid T.V. (cable).
This new marketing paradigm makes sense to me because it represents a true, complete adaptation to the user-created-content revolution. I'm not sure quite how it could come about, but I think it probably will.
Tuesday, February 19, 2008
Graffiti
One last reader question:
Do you see graffiti subjects or colors trending a certain way?I am far from being an expert on graffiti, so I have no idea what the current trends are. However, the trend in street art that interests me the most is the work of the Splasher. The group behind "the Splasher" is very opposed to the growing alliance between and merging of art and commerce which I'm predicting will be the huge trend of the 21st century. "The Splasher" is one of the early examples of resistance to that trend.
Interestingly, I believe that the group behind the splashings may have had its own anti-co-optation art co-opted by Sephora, whose current promotion features a woman's face "splashed" with different colors of makeup. Granted, this is clearly supposed to be a Pollock reference -- but it's curious that a "splattered" image was chosen to advertise all the other "art"-themed makeup looks, which don't even include a Pollock-inspired look. It's possible that the Splasher was on the advertisers' minds and that the "splashed" aesthetic will be seeping into popular culture. MAC Cosmetics is using the street art aesthetic in one of its new lines, too, by partnering with graffiti artist Fafi. These art-focused makeup lines are evidence that cosmetics companies are finally beginning to resolve the mismatch between clothing and makeup (which I mentioned in this post) by catching up with apparel companies on the "creativity" trend.
Getting back to the anti-corporate-art movement: Just as international resistance to American dominance is taking a terrorist form, the Splasher's resistance to capitalism took the form of "art terrorism." But terrorism is no use against the market. Advertisers mastered and improved upon "guerrilla" publicity long ago, rhetorically bankrupting such tactics for their inventors. The organizers of the "splashings," by engaging in the same forum as the street artists, "lowered" themselves to the same level as the perceived sell-outs, and hurt their own cause more than they helped it.
How will counter-culture cope with the almost instantaneous co-optation of the "creative underclass" and its "terrorist" tactics by consumerism? Again, culture will follow the model of war: just as, under a Democratic administration, the U.S. will withdraw from Iraq and allow the Iraqis to "fight it out," capitalism, too, will cool its heels while the artists tear each other apart. Corporations will extract as much profit as possible from the fight, then pick up one day and leave, abandoning the creatives to fend for themselves in their ravaged community. Afterwards there will be a long period of "rebuilding," during which anger towards the exploiters will grow -- but it still won't find a powerful outlet in "terrorist" actions for years to come, because such tactics will be so discredited. Instead a "shadow" creative movement will grow, safe in isolation from commerce. One day, it, too, will be co-opted. That seems to be how things work.
