Posts Tagged ‘Kung Fu Panda’
Zootopia and the anthropomorphic principle
Note: Mild spoilers follow for Zootopia.
I enjoyed Zootopia one heck of a lot, but the most emphatic recommendation of all came from my daughter, who burst into tears as soon as the movie ended. And it wasn’t because something onscreen had upset her, or even because she was startled by the unstoppable Shakira track that blasts over the closing credits: she was sad because she loved it so much, and now it was over. In fact, she was inconsolable, to the point where I had to carry her into the lobby and reassure her that we would see it again soon. And I’m looking forward to it, as well as to the countless other viewings to follow, which will give us plenty to discuss when she gets older. I plan to talk to her at length about my favorite scene, the chase in Little Rodentia, and how its sudden shifts of scale remind me of animation’s visual possibilities—and how rarely they seem to be utilized. We’ll also dissect the cleverness of the screenplay, which offers up a neat false ending before burrowing deeper into the story’s implications. She can compare it to the Richard Scarry books she reads, and even to Robin Hood. And when she’s ready, I’ll gently point out that this is something like the fourth consecutive Disney movie in which a seemingly innocuous character turns out to be the real bad guy, which makes me think that this trope ought to be retired.
Above all else, we can talk about its message, which, as has been widely noted, is a timely one indeed. And it deserves a lot of credit for this. Most ordinary movies would have been content to settle for the moral that anyone can be anything, or that we should all be a little nicer to one another. A slightly more ambitious film might have reminded us that we shouldn’t judge based on appearances, and it might conceivably have even broached the subject of racial profiling. But Zootopia goes even further, into the implication that there are systems in this world that are set up to benefit—deliberately or otherwise—from institutionalized prejudice. It’s a heady lesson, even if it will mostly affect viewers who were already primed to receive it, like those who cringe a bit when Judy Hopps, a rabbit, praises Nick Wilde, a fox, for being so “articulate.” But you never know. And I think it’s true, as other commentators have pointed out, that the movie is able to go as far as it does because its parts are played by animals. The first trailer took pains to introduce audiences to the concept of anthropomorphism, but it’s an idea that we all intuitively understand, and it’s generally accepted that certain kinds of stories go down more easily when presented in animal form. It’s the reverse of the uncanny valley: we empathize with animals because our minds focus on the points we have in common, a tendency that has been utilized by moralists from Aesop to La Fontaine.
But there’s an even more interesting point to be made here, which is that the anthropomorphism of Zootopia seems to have loosened up the filmmakers themselves. Since we find talking animals in everything from Kung Fu Panda to My Little Pony, it’s a little surprising to realize how rarely it’s been used in its purest form by Disney: Robin Hood is the only other movie from the classic canon—if we don’t count Chicken Little—to show animals interacting in a world without humans. And it’s worth asking why it resists exploiting such a powerful tool, especially because it appeals so much to children: it’s no accident that Robin Hood, which is far from the best movie the studio ever made, is the one that my daughter has watched the most. In part, it’s due to a residual anxiety over being seen as kid’s stuff, which still haunts the genre as a whole, but there’s also an element of caution at play. Walt Disney himself was oddly insistent on centering his movies on a boring human couple, with the animators reduced to creating a riot of energy in the supporting characters: it’s as if the Marx Brothers had built all their movies around Zeppo, or even Allan Jones and Kitty Carlisle. It was a conservative choice made by a studio that embraced conventional values, and animals have always enabled exactly that anarchic vein in animation that Disney did his best to repress. (Disney buffs have long wondered why the studio repeatedly tried and failed to develop Chanticleer, an animal fable featuring none other than Reynard the Fox, and I suspect that we have our answer here.)
Something similar appears to have happened with Zootopia, even if it’s obviously the product of another place and time. Try to imagine this story being made with human characters, and you can’t: its anthropomorphism was a shield that protected it throughout what must have been a lengthy development process. I’m tempted to propose an anthropomorphic principle of fiction, in parallel to the anthropic principle that I’ve discussed here before, which states that a story that grounds itself in a nonhuman world is more likely to take meaningful risks with our human preconceptions. To borrow a concept from the movie’s own lexicon, it allows animators to follow their instincts. (I also can’t resist pointing out that both “animal” and “animation” emerge from the same root, which refers to nothing less than the soul.) And I have a feeling that this is where the real influence of Zootopia will be felt. A movie can’t change the world, unfortunately, but it can certainly change a studio, and I’m hopeful that Disney will continue to pursue the line of thinking it represents. It gives us a world rich enough to sustain multiple sequels, so here’s my pitch for the next one: a movie that raises the question of why everyone we meet here is a mammal, as if we couldn’t be expected to relate to anything with feathers or scales. That’s a form of prejudice, too—and if Zootopia itself teaches us anything, it’s that our assumptions are sometimes so large that they can’t even be seen.
Fanfic and the first million words
A million words, we’ve all been told, is the minimum amount a novelist needs to write before achieving a basic level of technical competence. Like most such rules, it isn’t meant to be precise, and its true impact is difficult to gauge—we rarely know exactly how many words a writer has gone through before his or her first serious publication. Clearly, the most straightforward way of measuring this effect would be for a previously untested writer to produce a single work of fiction a million words long, and to track how the author’s skills evolved from first page to last. On its face, this might seem ridiculous, but in fact, there’s one place where this kind of experiment takes place on a regular basis: in the unregulated, unedited, often inexplicable world of fanfic, in which nonprofessional writers routinely write stories many times the length of War and Peace. In the past, I’ve mentioned A Different Lesson, the Kung Pu Panda fanfic that weighs in at a modest 632,000 words, and this page maintains a list of stories in multiple fandoms that are 800,000 words or more. And if an author can really hope to grow in competence after those first million words, you’d expect to see at least some evidence of it here.
So what do we find? Here, for instance, is a passage from the first page of an Avatar fanfic of close to a million words, which the author says is his first attempt at writing fiction of any kind:
When the spaceship was almost out of sight, it was time to celebrate! And then begin with preparation for the ritual which will allow Jake and others who were helping Na’vi to become the real part of The People, the mind transfer.
And here’s a passage from close to the end:
“Could you please take care of her? It will be hard for her once I’m gone.” Rick said in depressed voice, he knew damn too well that she won’t be able to live over this, he will leave her for the second time and this time he isn’t coming back…
Now, it’s all too easy to pick on fanfic for its stylistic shortcomings—and to be fair, the author here notes that English is not his native language—but I think it’s reasonable to conclude that any evidence of stylistic growth is elusive at best. All the same, the story comes from a place of real commitment: writing a million words of any kind requires an insane level of dedication, and judging from the number of favorable comments the story has received, it has been read by thousands of people. It might seem unfair, then, to hold it to standards that don’t have much to do with why the story was written, or enjoyed, in the first place.
Yet there’s an important point to be made here, especially for those who see fanfic, as I once did, as a training ground for other kinds of fiction. I spent years writing fanfic in high school and college, and was drawn to it for a very particular reason: I discovered that I could write a novel-length work of fiction and post it online, and by the following morning, I’d have responses from complete strangers who had read and enjoyed it in its entirety. For a young writer, this was a heady experience, and the chance to reach an existing audience of willing readers was enough to keep me going, even though I never thought of myself as a true member of the fanfic community. I saw it instead as a valuable way of building skill and confidence as a storyteller, and there’s no doubt that much of my work since, especially in science fiction, was shaped by the experience. In the end, I produced close to a quarter of a million words of fanfic over five years, and in the process, I learned things about plot, structure, and pacing that made it much easier, when I began writing my own work, to avoid many of the technical frustrations that confront writers trying to tell original stories for the first time.
But it came at a price. The trouble with fanfic is that it allows a writer to produce massive amounts of material while systematically avoiding the single hardest element of fiction: the creation of imaginary human beings capable of sustaining a reader’s interest and sympathy. Fanfic begins from an enviable position, with a cast of characters to which the reader is already emotionally attached. As a result, even after writing a million words or more, a writer can easily be left in a state of arrested development, with superb technical skills when it comes to writing about the inner life of existing characters, but little sense of how to do it from scratch. And without this basic skill, the time spent on those million words has a fraction of the value of the same amount of original work. When it comes to learning the nuts and bolts of craft, I’d estimate that a thousand words of honestly crafted original material, with all its attendant mistakes, is worth ten thousand words of fanfic—and the true ratio may be even higher. Of course, even bad fanfiction is likely to be read by someone, while a very good original novel may never see the light of day. But if you decide to write your first million words in fanfic, you may find, when you get to the end, that you’re right back where you started.
The Legend of Miyamoto
For reasons known only to itself, The New Yorker has evidently decided that the best way to write about video games is to assign these stories to writers who emphatically have no gaming experience. This approach, which wouldn’t be tolerated for any other art form, high or low, has already resulted in this notorious article by Nicholson Baker—one of my favorite living writers, but clearly unequipped to say anything interesting about Red Dead Redemption. And now we have Nick Paumgarten’s disappointing profile of Shigeru Miyamoto, which is a huge missed opportunity, in more ways than one.
Miyamoto, the creator of the Mario and Zelda franchises and the greatest video game designer of all time, has often been compared to Walt Disney, an accolade he shares with his fellow genius Hayao Miyazaki. (Miyamoto and Miyazaki also share a deep nostalgia for the forests and villages of rural Japan, an abiding affection that shows up throughout their work.) Miyamoto is an artist, a storyteller, an engineer, and a visionary, and he’s exactly the sort of creative force that the readers of The New Yorker ought to know more about. The fact that Paumgarten scored only a brief interview with Miyamoto, which he pads out to feature length with pages of unenlightening digressions, is only the most disappointing thing about the profile. A single glimpse of one of Miyamoto’s sketches for Zelda would be more interesting than anything on display here.
Still, there are a few moments worth mentioning. Here’s Miyamoto on calibrating the difficulty of a game, and how important it is to incorporate quiet moments alongside every challenge:
A lot of the so-called action games are not made that way…All the time, players are forced to do their utmost. If they are challenged to the limit, is it really fun for them?…[In Miyamoto’s own games] you are constantly providing the players with a new challenge, but at the same time providing them with some stages or some occasions where they can simply, repeatedly, do something again and again. And that can be a joy.
This is especially good advice for writers in genres, such as suspense, that place a premium on intensity. A few strategically timed breaks in the action, which give the reader a moment of breathing room, can make the rest of the novel read much more quickly. The key, as Miyamoto knows, is putting yourself in the position of a person approaching a work of art for the first time:
I always remind myself, when it comes to a game I’m developing, that I’m the perfect, skillful player. I can manipulate all this controller stuff. So sometimes I ask the younger game creators to try playing the games they are making by switching their left and right hands. In that way, they can understand how inexperienced the first-timer is.
Similarly, once a writer has internalized the plot of a novel, it can be hard to see it with fresh eyes. One solution is to set the book aside for a month and read it again once the memory of the story has faded. Another approach, which I’ve done a few times, is to read a sequence of chapters in reverse, or at random, which often reveals problems or repetitions that I wouldn’t have noticed otherwise.
Finally, here’s Paumgarten on one of my favorite topics, the importance of constraints as a creative tool:
Mario, [Miyamoto’s] most famous creation, owes his appearance to the technological limitations of the first Donkey Kong game. The primitive graphics—there were hardly enough pixels to approximate a human form—compelled Miyamoto to give Mario white gloves and red overalls (so that you could see his arms swing), a big bushy mustache and a red hat (to hide the fact that engineers couldn’t yet do mouths or hair that moved), and a big head (to exaggerate his collisions). Form has always followed functionality. The problem now, if you want to call it one, is the degree of functionality. [Italics mine.]
This is a nice, crucial point. And it applies to more than video games. The limitations that made Mario so distinctive are the same ones that led to the look of Mickey Mouse, among so many other stars of early animation. One problem with the recent availability of beautifully rendered computer graphics is that character design is becoming a lost art. Even the best recent Pixar, Disney, and DreamWorks films have suffered from this: they can render every hair on a character’s head, but can’t make the character itself a memorable one. (Kung Fu Panda may be the last computer-animated movie with really distinctive character designs.)
So are video games art? Paumgarten glances at the subject only briefly, but with all due respect to Roger Ebert, there’s no doubt in my mind that the best video games are indeed art. At least, that’s the only explanation I have for something like Super Mario Galaxy, which is one of the few recent works, in any medium, that has filled me with something like my childhood envy for those who get to spend their lives telling stories. (The J.J. Abrams reboot of Star Trek is another.) Miyamoto’s great skill, as the article reminds us, is to bring us back to the best moments of our childhood. And while not all art needs to aspire to this, the world definitely needs art that does.
Fanfic and the writer’s apprenticeship
Fuel Your Writing has a nice little piece this morning on whether fanfic is worth a writer’s time. I have two tidbits of my own:
1. There exists a Kung Fu Panda fanfic, “A Different Lesson,” that is 632,000 words long. (According to TV Tropes, “very little of it is filler; there’s just that much going on.”) By way of comparison, War and Peace weighs in at a mere 460,000 words. I don’t have much else to say about this, except that it’s possibly my favorite fact ever.
2. If you believe, as I do, that a writer’s apprenticeship is best served in public, then fanfic is incredibly useful. Back when pulp magazines were still thriving and a strong market existed for paperback originals, it was more than possible for a young writer to learn his craft in public, with actual readers, and even get paid for the privilege. These days, when most pulp magazines have folded and publishing is increasingly focused on a few big books, that kind of public apprenticeship is all but impossible, except for a lucky few.
Which is where fanfic comes in. Given the broad range of fanfic that exists—for every television show, most big movies, and an incredibly large number of literary sources—it isn’t hard for a writer to find a fandom that might accommodate the kind of writing he or she wants to do. And stories written in a popular fandom, if executed with even a modicum of style, will be read, for pleasure, by real people. Even novels. Even screenplays. Even radically experimental works. And the author will get feedback, much of it encouraging, from people under no obligation to read his or her work at all.
Writing this sort of fiction, of course, poses problems of its own. Among other things, a fanfic writer’s capacity for creating original characters can easily wither and die. But if approached with care, fanfic can be an extraordinary opportunity for a writer to develop craft and find a voice in front of a real audience. (Naomi Novik, among other novelists, has credited her work in fanfic with much of her development as an author.) Anyone interested in writing for a living would certainly be advised to consider it.