Yesterday I
pretty beligerantly told you that you as an audience have a
responsibility to the people who make the things you love. Now for
the flip side of the argument. The responsibility that the people who
make the things you love have to you. A lot of you might assume I'm
going to take this time to rant about George Lucas but I won't. The
problems I have with Star Wars have been addressed in so many other
places that I want to take some time later on in this blog to go into
them. But not now. For now I'm going to stick to the point at hand.
What does an
artist owe their audience?
When you
think about it, a lot. Your audience are the people who actually
spend time on what you have created. They are the people who will
give life to your characters, who will tell other people about the
good time they had with them, and let's just be flat out honest here,
they are the people who might even pay you for what you've done. But
we'll get to that detail later. What I'm driving at here is that your
audience is not a thing that you can piss all over and expect to get
away with it.
As an
audience we all have expectations. If I pick up a science fiction
book, I have different expectations than I would have from a drama.
If I watch a movie, I expect different things than from TV. Reading
my blog you have different expectations than other blogs. Because I'm
witty and more handsome than those other bloggers.
My point is
that audiences have expectations and one of the responsibilities an
artist has to their audience is to satisfy those expectations unless
I have a really really really really good reason to do otherwise.
I'll get into those reasons in a moment. First some example rants.
I'm going to steer away from movies on this one because there tend to
be more hands in the pot than can manage a good product.
First an
example of a failure to meet an expectation.
Have you
ever given up reading a book because you just lost interest? Ever
walked out of a movie (ok, I can't avoid the movies). Quit a video
game halfway through? When you did, was it because you had initially
set out to experience something bad, or was it because the product
was no longer satisfying you?
I'm willing
to bet the second.
Whatever it
is we give up on, it is because the product has generally forgotten
its responsibility to the audience. To entertain us. I will
eventually have a huge rant on how post-modern art in general has
done this to its audience. There are long debates which can be held
on whether the artist needs to entertain their audience and to those
who oppose I say start an argument in the comments section otherwise
I win.
Any
media/art I consume must entertain me in some way. And let me clarify
something here. I am entertained by thinking. I am entertained by
asking questions. I am entertained by emotional responses to things
and I am entertained by things which simply entertain me. Sometimes I
demand knowledge of what I'm getting into up front, and sometimes I
enjoy being surprised by what I've gotten. But something has to be
delivered to me.
Media for
medias sake sucks. It is simply words, or sounds, or vision swhich
enters and exits a brain without delivering anything. And this almost
always happens when the thing is created without an audience in mind.
Creating something without a target audience is as useless as
creating food with no flavor. It occupies a space, but it doesn't do
anything.
Now, let's
look at a different example of failing the audience. I'd like to talk
about the videogame Braid.
First off, I
love this game. It has a beautiful atmosphere, it's challenging, it
has an interesting mechanic, and it is deeper than most other video
games I've ever encountered. I'm going to provide a clip from a
fantastic movie that I recommend you check out, which is free to download. In the movie, Braid creator Jonathan Blow is discussed, including his habit of going onto the blogs of people who reviewed his games and correcting him.
If you
didn't watch the movie, what the creator is essentially doing is
complaining that his audience did not understand his vision. That
they got something different out of the experience then he intended.
This seems like a perfect example of what I discussed yesterday
right? That the audience has a responsibility to the artist to
understand his intent?
Not to the
point that you can go around trying to explain to people what you
didn't make obvious in your work.
There is a
trend in media now to make things unclear for the sake of being
unclear. This happened in Lost most predominantly, but is a large
tool in media of all types today. And it's fun to not know things but
you also have to understand that the audience will then insert its
own meaning. Braid never explains the plot beyond the fact that you
are pursuing the princess of sorts. There are some vague texts and
some pictures that are assembled, and apparently (though I haven't
actually done this) a collection of ridiculous hidden items that
unlocks a special reward. But some of those hidden items require
extremely convuluted lengths to get there.
In creating
something so complicated, you as the artist can celebrate when
members of the audience get the whole picture, but you can't be mad
if someone focuses on the dog in the corner. This is evident in the
visual art world as well, where I have a bad habit of focusing on
details in the margins as opposed to the main point up front. If you
gave me something to look at, don't get mad if I focus on that
instead of what you wanted me to focus on.
So basically what I'm saying in this second example is, don't get mad when your audience doesn't focus on exactly what you wanted them to focus on. Braid had a fascinating gameplay element and if you get upset that people are focused on this rather than your complicated plot, well then you're kind of being a jerk.
However, if
you had simply explained your plot out either in the story or on some
sort of blog which I hear all the best writers are maintaining these
days, maybe there's some wiggle room.
This post
has already reached a considerable length, so I'm going to wait to go
into ways you can break expectation for another day. I hope you've
enjoyed this rant. Come back tomorrow for some more when I decide to
tackle one of the main issues addressed in the Joseph Gordon-Levitt
quote from yesterday. That's right, I'm going to talk about Love.
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