Friday, July 5, 2024

Escapism


The logo above denotes a film production company of the 1940s and 50s, which was really a partnership between two filmmakers, Michael Powell and Emeric Pressburger.  This particular version of their logo comes from one of my Top 10 films, the Life and Death of Colonel Blimp.  It may very well be in the top 5.  Another version of the logo can be found on this wikipedia page, which also includes a manifesto of the Archers, which I only chanced to read for the first time yesterday evening.  Allow me to reproduce the manifesto, which describes Powell and Pressburger's sense of responsibility to a studio or other producers ... that is, none at all.  Quote,

"We owe allegiance to nobody except the financial interests which provide our money; and, to them, the sole responsibility of ensuring them a profit, not a loss."

"Every single foot in our films is our own responsibility and nobody else's. We refuse to be guided or coerced by any influence but our own judgement."

"When we start work on a new idea, we must be a year ahead, not only of our competitors, but also of the times. A real film, from idea to universal release, takes a year. Or more."

"No artist believes in escapism. And we secretly believe that no audience does. We have proved, at any rate, that they will pay to see the truth, for other reasons than her nakedness."

"At any time, and particularly at the present, the self-respect of all collaborators, from star to propman, is sustained, or diminished, by the theme and purpose of the film they are working on."


Let me start by saying, I agree.  That is, with respect to my own work, and how I view it.

I am beholden to no one, except those with whom I agree to be responsible towards.   If the work I do is inadequate or of high quality, I am to blame.  When I have an idea, I want to strike at it immediately.  And I believe that what I do, and what I stand for, embraces the idea that theme, or the reason for doing something, is more important than any other part of what I create.

But let's talk about escapism.

What does it mean, the "no artist believes in escapism"?  Is it true?  Does it define the word "artist"?  What is escapism, and why take the stand, among these other things, to say that as artists, Powell and Pressburger are saying that they're interested in truth, instead.

Which, of course, begs that question as well.

Last week, unable to get access to the show in any other way, I signed onto Apple's streaming service so I could watch the show, Ted Lasso.  I had seen several scenes on youtube and was impressed by the writing and the characters, and so I threw some money at the worst technology company in the known universe and watched the show, three seasons in three days.  If you've never heard of the show, I recommend this scene and this one, neither of which will meaningfully spoil the show's storyline, but will introduce most of the characters in their best light.

The show is obstensibly about an American coaching English football, but that is not what the show is about.  The show is about, as one of the clips says, "Grow up, and get over it" ... and every decent person on the series does, which separates the overall work from all the whining, whinging, never-get-over-anything that has polluted television and film these last 15 years.  There are other themes as well, that gets me back in short order to that subject.  A work is not about what the work appears to be about:


This image is not a pipe, and it is not about a pipe.  But until the viewer can grasp this structural relativity, one cannot grasp what theme is apart from moral or message, which is what grade school clumsily fails to correct in the minds of most students.

Escapism is an attempt to emotionally or mentally flee any deeper understanding of the thing we're watching, apart from its most superficial appearance.  It is the argument that this is a pipe, or the representation of one, regardless of the artist's words.  Escapism is the insistence that things be what they appear to be, lest we become mired in a discomforting moment of reflecting on why we've chosen to do something, or see something, which might place us face-to-face with some profound or troubling aspect of life.

No artist wants this.  While the observer of the painting, or the series, or the film being made, has merely to invest a few hours in it, three days say, this is not at all the artist's experience.  There is no escapism in the creation of art, which is the principle reason that most persons do not do it.  Art requires the creator to lock his or her self in a crypt with the work being made and sink into the worst, most repulsive muck imaginable, and to stay there, day after day, month after month, sometimes year after year, and simply endure the horrid, repulsive, uncomfortable truth of it — that the work is very badly done, or insurmountable, or insipid, or any number of other soul-wrenching suppositions that an artist cannot help feeling, while wallowing around trying to make the point have merit or relevance.  This is what the archers are saying: that the naked truth, apart from her lost clothes, is worth doing it for — and is, in fact, the only reason why an artist strives to make anything.

Creating art requires the artist to immerse themselves in the depths of their work, confronting its flaws, difficulties and the relentless self-doubt that accompanies the creative process. This process is not merely about producing something aesthetically pleasing but about grappling with the uncomfortable truths and raw emotions that the work embodies.

But here, we must make a clarification between an artist and a writer, a musician, a painter or any other craftsperson able to use the instruments that an artist also happens to use.  The writers of Emily in Paris manage to cough out various shitty collections of words and characters that appears, to the unfamiliar, to be works of art, though they are nothing but frames in which to place advertising, which in turn justifies the next season of this abomination of a television series.  And should those writers win some award that's paid for by a studio, they will preen themselves and call themselves artists, and those demented souls who like the show for it's escapist qualities will likewise call them artists, which muddies all of this water somewhat for the non-creator.  It's so very, very easy in this culture to confuse "art" with "programming," and to declare that there is no difference, because it's oh so easy.  And thus is my thesis likewise easily exploded, by all those who will point at Emily in Paris or the Sabrina the Teenage Witch or any other show that provides such a comfortable, lovely experience in its lovely, lovely escapist qualities.

Nonetheless, that thesis is sustained if it's understood.  The Archers do not say that artists are not interested in producing escapism, but rather, that escapism cannot be produced by an artist.  The distinction is fine, but clear.

An artist may understand or even work within the realm of popular media, but the core of their creative process is rooted in confronting and expressing deeper truths.  Escapism, in contrast, is an evasion of these truths, providing a comfortable retreat rather than a challenging engagement.

And thus, we arrive at everything that has gone wrong with dungeons and dragons.

In its early iterations, D&D required players to immerse themselves deeply in the game's world, navigating intricate plots, moral dilemmas, and richly detailed settings. The game's creators intended for it to provoke thought, challenge players, and offer a meaningful experience beyond simple entertainment.

However, as D&D evolved and sought a broader audience, there has been a shift towards more escapist content. This trend is marked by an emphasis on spectacle, straightforward quests, and simplified mechanics that prioritize immediate gratification over deep engagement. The result is a version of D&D that offers an enjoyable, but ultimately superficial, experience, catering to those seeking a quick escape rather than a profound adventure.

And just like shitty television, the apparent popularity of present-day D&D has been conflated into a belief in its "artistry," as though the demonstration of a larger audience, and the awareness of more media outlets, and the occasional DM who now speaks of being a "professional" because he or she is paid, receives daily accolades.  Because someone has made a movie of it, which in no way reflects the actual game as it's actually played, or any of the characters therein, or any of the game's structure or nuance, the simple logo is enough to offer a cred it doesn't deserve.

If, upon occasion, I lose the sense of why the pursuit of a specific kind of game that I'm creating isn't me slipping off my cracker, it's only because the misery of creation is so very, very miserable.  But now and then a wake-up call, a manifesto by some filmmakers written 85 something years ago, I'm able to snap back to myself and remember, oh right, I'm not making shitty D&D.  I have no interest in escapism.  Trapped in all this muck, I forgot that a moment.  I got some muck in my eye.  I'm all right now.

The path that I'm on diverges so starkly from the mainstream that its easy to be overwhelmed.  My goal is not to churn out another formulaic product, though I've been encouraged to do that for the money.  But that's not what I'm interested in doing.  If the producers of Emily in Paris showed up with a truck full of money, I'd say no.

I recognise that most people wouldn't or couldn't believe me when I say that ... but most people, as I said, are not artists.

P.S.,

As the truck drove away, my partner would be really, really angry with me.

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