Writer of things that go bump in the night

Tag: Douglas Rushkoff (Page 1 of 2)

A History of the Blog (So Far)—and a Programming Update

Since launching this blog eight years ago, I have maintained a consistent publishing schedule of one new post per month.  However, given the ways in which this ongoing project has evolved, that level of output is no longer sustainable.  Here’s a brief chronicle of the blog’s creative progression—and a statement on what comes next.


From the time I signed with my first literary manager in 1998 through the ignominious end of my career in Hollywood in 2014, I was exclusively focused on one form of creative expression:  screenwriting.

Though ultimately unproduced, my scripts nonetheless earned praise from producers and development execs for their uncommon visual suggestiveness and sharp sense of pace, which I controlled through deliberate syntactic arrangement of the very things that do not appear in the finished film for audiences to appreciate:  the stage description.

Screenwriters, if you’re unaware, are not by and large particularly skillful wordsmiths.  And, to be fair, it’s not required of them.  Plot structure, characterization, and dialogue are what the screenwriter is there to provide for a motion picture.  Why waste time and creative energy on pretty prose in a blueprint, which is all a screenplay really is?

A rarified handful of pro screenwriters, Shane Black and James Cameron among them, paint immersive pictures with their words, imparting how the world of the story feels over merely sequentially reporting what happens.  Such is the dynamic mode of screenwriting for which I strove.

Most screenplays—and I’m talking about scripts to produced films, written by Hollywood’s A-list scribes—aren’t much more than utilitarian laundry lists of things we’ll see and hear onscreen, conveyed without any visceral impression of style or tempo, and are, accordingly, nigh unreadable.  The director, after all, is going to make the movie he sees in his head; the script is just a means to get all the above- and below-the-line talent quite literally on the same page.

Excerpted from “Indiana Jones and the Kingdom of the Crystal Skull” by David Koepp.  Mind-numbing, no?

I actually like words, however.  I like how they sound, and the infinite combinations of meaning that can be made from them.  Truth is, I never should’ve aspired to be a screenwriter.  It was the wrong medium for my talents and interests.  “Author” and “essayist” were always a better fit for my writerly sensibilities.  It took the implosion of my career to finally embrace that.

So, when I started this blog at the encouragement of my wife—one of her many good ideas—I didn’t know quite what to write about except screenwriting.  Accordingly, my first two dozen posts are almost entirely devoted to matters of narrative craft, from my customized Storytelling 101 curriculum to the violation of the Double Hocus Pocus principle in Ghostbusters II to character deconstructions of Jack Bauer and John Rambo and a comparative analysis of the Jack Nicholson and Heath Ledger interpretations of the Joker.

One year into this blogging project, all my notions about narrativity were challenged—perhaps even shattered—by a book I’d read called Present Shock:  When Everything Happens Now (2013) by Douglas Rushkoff, which argued that Joseph Campbell’s “heroic journey,” the dramatic schema that has served as the structural basis for nearly every story in the Western literary canon, had collapsed around the turn of the millennium, as evidenced by the fanatical popularity of “storyless” fiction like Lost, The X-Files, The Sopranos, CSI:  Crime Scene Investigation, The Walking Dead, and Game of Thrones.

Rushkoff’s premise inspired a yearslong scholarly investigation on my part, which began in earnest with a post called “Journey’s End:  Rushkoff and the Collapse of Narrative,” and turned the blog in a new, more complex direction.  This intellectual project would never be the same.

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The Last Walking Infinity Throne Corrupts Infinitely:  How the Mega-Franchise Format Warps Creative Storytelling Goals

“As a medium, stories have proven themselves great as a way of storing information and values, and then passing them on to future generations”—Douglas Rushkoff, Present Shock:  When Everything Happens Now (New York:  Penguin Group, 2013), 16.

Traditionally, stories have been organized around universal dramatic principles first identified by Aristotle in Poetics, later codified by Joseph Campbell in The Hero with a Thousand Faces, and most recently customized for screenwriters in programs like Blake Snyder’s Save the Cat!  But in recent decades, narrativity has taken on a new, shapeless, very possibly endless permutation:  the transmedia “mega-franchise”—that is, the intertextual and ever-expanding storyworlds of Marvel, Star Wars, The Conjuring, Harry Potter’s Wizarding World, et al.

In this month’s guest post, friend of the blog Dave Lerner returns to delineate the five creative objectives of storytelling—and how those have mutated, along with narrativity itself, in this era of branded-IP entertainment.


From the first cave paintings to the Homeric epics to the Globe Theatre to the multicamera sitcom, storytellers across the ages have told stories for reasons so obvious they often go unstated and unacknowledged.

Let’s take a look at the five creative goals that guide storytellers in any medium, whether it be a movie, novel, TV episode, comic book, or otherwise.  Commercial considerations such as “profit” and “being hired to do so” are omitted here, as these are not creative goals.

Storytelling Goal #1:  Entertainment

Elementary!  The storyteller intends for their audience to have fun, to relax, to take their minds off their problems, to experience another world, another life, for a while.  Pure escapism.  While some may decry “mindless entertainment,” I would argue that it has a necessary place in life—and I’m not the only one who sees the virtues of escapist stories:

Hence the uneasiness which they arouse in those who, for whatever reason, wish to keep us wholly imprisoned in the immediate conflict.  That perhaps is why people are so ready with the charge of “escape.”  I never fully understood it till my friend Professor Tolkien asked me the very simple question, “What class of men would you expect to be most preoccupied with, and hostile to, the idea of escape?” and gave the obvious answer:  jailers.

C. S. Lewis, On Stories:  And Other Essays on Literature

Storytelling Goal #2:  Artistic Expression

Although the definition of “Art” has been and will be debated endlessly, for the purpose of this category I will use the second definition from Wiktionary:

The creative and emotional expression of mental imagery, such as visual, auditory, social, etc.

To further specify, art is more about the feelings the artist is expressing and the statement the artist is making than the emotions they are attempting to evoke in their audience.

Arguments about whether or not a given piece is “art,” or a given medium is “capable of creating art,” though valid in other contexts, will be disregarded here.  I’ll assume if you say your piece is art, then it’s art.  I am also ignoring the quality of the piece, the term “a work of art.”  By my definition, a movie can be as much a piece of art as a painting, sculpture, symphony, literary novel, etc., though when it is, it’s usually called a “film” and not a “movie.”

Storytelling Goal #3:  Education

The storyteller aspires to teach their audience something they did not know before.  While documentaries and lectures are obvious examples, many read historical novels or hard science fiction for much the same purpose.  When I was a child, I first learned that water expands when it freezes from a Shazam! comic book.  Of course, a person may forget most of what they’d learned almost immediately afterwards, but the learning experience itself was enjoyable.

“Young Indiana Jones,” recently studied here, incorporated biographical information about many early-20th-century historical figures, fulfilling the third of five storytelling goals

Even if the “facts” presented are deliberately inaccurate, as long the intent is for people to believe them, this category applies.

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In the Multiverse of Madness: How Media Mega-Franchises Make Us Their Obedient Servants, Part 2

Editor’s note:  Owed to the length of “In the Multiverse of Madness,” I divided the essay into two posts.  If you haven’t already, I encourage you to read Part 1 first, and please feel welcome to offer feedback on that post, this one, or both in the comments section of Part 2 below.  Thank you.


Previously on “In the Multiverse of Madness,” we covered the three engagement strategies (and correlating tactics) transmedia mega-franchises deploy to keep us consuming each new offering in real time:  by leveraging FOMO via “spoilers”; by encouraging “forensic fandom” with Easter eggs and puzzle-boxing; and by reversing “figure and ground.”  Now let’s talk about why 1970s-born adults have been particularly susceptible to these narrative gimmicks—and what to do about it.

X Marks the Spot

Mega-franchises are dependent on a very particular demographic to invest in their elaborate and expanding multiverse continuities:  one that has both a strong contextual foundation in the storied histories of the IPs—meaning, viewers who are intimately familiar with (and, ideally, passionately opinionated about) all the varied iterations of Batman and Spider-Man from the last thirty or so years—and is also equipped with disposable income, as is typically the case in middle age, hence the reason Gen X has been the corporate multimedia initiative’s most loyal fan base.  Fortunately for them, we’d been groomed for this assignment from the time we learned to turn on the television.

Very quickly (if it isn’t already too late for that):  From 1946 through 1983, the FCC enforced stringent regulations limiting the commercial advertisements that could be run during or incorporated into children’s programming.  However:

Ronald W. Reagan did not much care for any regulations that unduly hindered business, and the selling of products to an entire nation of children was a big business indeed.  When Reagan appointed Mark S. Fowler as commissioner of the FCC on May 18, 1981, children’s television would change dramatically.  Fowler championed market forces as the determinant of broadcasting content, and thus oversaw the abolition of every advertising regulation that had served as a guide for broadcasters.  In Fowler’s estimation, the question of whether children had the ability to discriminate between the ads and the entertainment was a moot point; the free market, and not organizations such as [Actions for Children’s Television] would decide the matter.

Martin Goodman, “Dr. Toon:  When Reagan Met Optimus Prime,” Animation World Network, October 12, 2010

In the wake of Fowler’s appointment, a host of extremely popular animated series—beginning with He-Man and the Masters of the Universe but also notably including The Transformers, G.I. Joe:  A Real American Hero, and M.A.S.K. for the boys, and Care Bears, My Little Pony, and Jem for young girls—flooded the syndicated market with 65-episode seasons that aired daily.  All of these series had accompanying action figures, vehicles, and playsets—and many of them, in fact, were explicitly based on preexisting toylines; meaning, in a flagrant instance of figure-and-ground reversal, the manufacturers often dictated narrative content:

“These shows are not thought up by people trying to create characters or a story,” [Peggy Charren, president of Action for Children’s Television] explained, terming them “program-length advertisements.”  “They are created to sell things,” she said.  “Accessories in the toy line must be part of the program.  It reverses the traditional creative process.  The children are getting a manufacturer’s catalogue instead of real programming content.”

Glenn Collins, “Controversy about Toys, TV Violence,” New York Times, December 12, 1985

This was all happening at the same time Kenner was supplying an endless line of 3.75” action figures based on Star Wars, both the movies and cartoon spinoffs Droids and Ewoks.  Even Hanna-Barbera’s Super Friends, which predated Fowler’s tenure as FCC commissioner by nearly a decade, rebranded as The Super Powers Team, complete with its own line of toys (also courtesy of Kenner) and tie-in comics (published by DC), thereby creating a feedback loop in which each product in the franchise advertised for the other.  Meanwhile, feature films like Ghostbusters and even the wantonly violent, R-rated Rambo and RoboCop movies were reverse-engineered into kid-friendly cartoons, each with—no surprise here—their own action-figure lines.

I grew up on all that stuff and obsessed over the toys; you’d be hard-pressed to find a late-stage Xer that didn’t.  We devoured the cartoons, studied the comics, and envied classmates who were lucky enough to own the Voltron III Deluxe Lion Set or USS Flagg aircraft carrier.  To our young minds, there was no differentiating between enjoying the storyworlds of those series and collecting all the ancillary products in the franchise.  To watch those shows invariably meant to covet the toys.  At our most impressionable, seventies-born members of Gen X learned to love being “hostage buyers.”  Such is the reason I was still purchasing those goddamn Batman comics on the downslope to middle age.

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In the Multiverse of Madness: How Media Mega-Franchises Make Us Their Obedient Servants, Part 1

Editor’s note:  By even the indefensibly prolix standards of this blog, the following essay—an analytical piece on Hollywood mega-franchises and how audiences wind up serving them more than they serve us—is a lengthy one.  Accordingly, “In the Multiverse of Madness” will be published in two separate parts, with the concluding installment following this one by a week.  I thank you in advance for your time and attention, neither of which I take for granted.


In last month’s post, I proffered that when a fan-favorite media franchise no longer serves us—when we come to recognize some of the popular fictions we’ve cherished embody values we no longer endorse, and potentially even threaten to stand in the way of where we need to go—often the best thing we can do for ourselves is to let it go, purposely and permanently.

Letting go is not about “canceling” (someone like disgraced geek god Joss Whedon) or boycotting (the films of, say, Woody Allen); it’s not about taking action at all.  Instead, letting go is not doing something any longer—not renting out any more space in your life or in your head to the likes of Whedon or Allen, or even to the culturally defining popular narratives whose very ubiquity we take as a God-given absolute:  Star Wars, Star Trek, Harry Potter, DC and Marvel, to name but a sampling.

Despite the universal prevalence of those transmedia brands—not merely the plethora of movies and TV shows, but the licensed apparel and iPhone cases, the die-cast collectables and plush toys—we can, if we choose, be done with any or all those franchises as of… right now.  To learn to live without them entirely.  And happily.  Even lifelong, hardcore superfans can learn to let go of their preferred multimedia pastimes.

It’s both easier and harder than you may think.

Just imagine never caring about ANY of this ever again…

But wait!  What if you happen to genuinely enjoy Star Wars or Star Trek or DC or Marvel?  If you’re a fan, and some or all of those entertainment franchises add value to your life’s experience, by all means, disregard this post’s advice.  Though perhaps first consider this:

For most of Hollywood history, the movie business has needed a hostage buyer, a customer with little choice but to purchase the product.  First, this was the theatre chains, which the studios owned, or controlled, until 1948, when the Supreme Court forced the studios to sell them on antitrust grounds.  In the eighties and nineties, video stores partly filled the role.  But, increasingly, the hostage buyer is us.

Today, the major franchises are commercially invulnerable because they offer up proprietary universes that their legions of fans are desperate to reënter on almost any terms.  These reliable sources of profit are now Hollywood’s financial bedrock.

Stephen Metcalf, “How Superheroes Made Movie Stars Expendable,” New Yorker, May 21, 2018

Consider:  How many of us are unwitting “hostage buyers”—fans who continue to subscribe to certain multimedia franchises no longer out of pleasure, but lately out of habit?  Out of decades-long conditioning?  We may watch Star Wars, for instance, simply because we’ve always watched Star Wars, even if we can’t truly recall the last time we actually enjoyed it the way we did when we were ten years old—with pure and wondrous abandon.  Bad word-of-mouth will steer us clear of a one-off bomb like Blackhat or King Arthur:  Legend of the Sword or The Happytime Murders, but it’ll merely lower our expectations for Star Wars:  The Rise of Skywalker and X-Men:  Dark Phoenix and Terminator:  Dark Fate, not deter us from seeing those umpteenth sequels for ourselves.

When that happens—when we’re willing to spend our money, time, and attention (our three primary modes of currency) on a product we know in advance is shit—we’re no longer fans of those franchises so much as brand loyalists.  Habit buyers, if not outright hostage buyers.  And it can be hard to recognize that in ourselves—harder than we might realize.  I was still reading Batman comics into my thirties, who-knows-how-many years after I stopped enjoying them—long after a once-joyful pleasure became an interminably joyless obligation.  So, why was I still reading and collecting them?

Because I’d always read comics, from the time I was a kid; I’d buy them at the corner candy store in my Bronx neighborhood with loose change I’d rummaged from the couch cushions and reread each one a thousand times.  I’d share them with my grade-school gang, and vice versa.  I’d collected them for as long as I could remember, so it truly never occurred to me a day might come when they no longer added value to my life—when they’d outlived their onetime reliable purpose.  And for years after I reached that point of terminally diminished returns, I’d continue to spend money, to say nothing of time and attention, on a habit I wasn’t enjoying—that did nothing but clutter my home with more worthless shit that went straight into indefinite “storage” in the closet.  Why the hell did I do that?

Because I’d ceased to be a fan and had instead become an obedient brand loyalist—an institutionalized hostage buyer.  And, to be sure, corporate multimedia initiatives—which is to say the those so-called “mega-franchises” from which there is always one more must-see/must-have sequel, prequel, sidequel, spinoff, TV series, tie-in comic, videogame, and branded “collectible” being produced—very much count on our continued, unchallenged fidelity to once-beloved concepts and characters…

… and they are doubling down on the billion-dollar bet they’ve placed on it:

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The Road Back: Revisiting “The Writer’s Journey”

On the twenty-fifth anniversary of Christopher Vogler’s industry-standard screenwriting instructional The Writer’s Journey:  Mythic Structure for Writers, here’s an in-depth look at why the time-honored storytelling principles it propounds are existentially endangered in our postnarrative world… and why they’re needed now more than ever.


In The Hero with a Thousand Faces (1949), comparative mythologist Joseph Campbell identified the “monomyth”—the universal narrative patterns and Jungian psychological archetypes that provide the shape, structure, and emotional resonance of virtually every story in the Western literary canon.

As it’s more commonly known, this is the “Hero’s Journey,” in which the status quo is disrupted, sending our protagonist on a perilous adventure—physically or emotionally or both—through a funhouse-mirror distortion of their everyday reality (think Marty McFly in 1950s Hill Valley, Dorothy in Oz) in which they encounter Mentors, Shadows, Allies, and Tricksters throughout a series of escalating challenges, culminating in a climactic test from which they finally return to the Ordinary World, ideally a bit wiser for their trouble.  From the Epic of Gilgamesh to a given episode of The Big Bang Theory, the Hero’s Journey is the foundational schema of storytelling.

The Writer's Journey graphic
The stages of the Hero’s Journey

The book’s influence on the visionary young filmmakers who came of age studying it was quantum:  George Lucas consciously applied Campbell’s theory to the development of Star Wars (1977), as did George Miller to Mad Max (1979), arguably transforming a pair of idiosyncratic, relatively low-budget sci-fi projects into global phenomena that are still begetting sequels over forty years later.  After serving Western culture for millennia, in the waning decades of the twentieth century, the Hero’s Journey became the blueprint for the Hollywood blockbuster.

In the 1990s, a story analyst at Disney by the name of Christopher Vogler wrote and circulated a seven-page internal memo titled “A Practical Guide to The Hero with a Thousand Faces,” a screenwriter-friendly crib sheet that was notably used in the development of The Lion King (a classic Hero’s Journey if ever there was one), evolving a few years later into a full-length book of its own:  The Writer’s Journey:  Mythic Structure for Writers, a twenty-fifth anniversary edition of which was published this past summer.  The nearly 500-page revised volume is partitioned into four sections:

  • MAPPING THE JOURNEY:  Here Mr. Vogler characterizes the mythic archetypes of the Hero, Mentor, Threshold Guardian, Herald, Shapeshifter, Shadow, Ally, and Trickster.
  • STAGES OF THE JOURNEY:  Each monomythic “beat”—The Call to Adventure, Crossing the First Threshold, Approach to the Inmost Cave, etc.—is given thorough explanation and illustration.
  • LOOKING BACK ON THE JOURNEY:  Using the tools he teaches, Mr. Vogler provides comprehensive analyses of Titanic, Pulp Fiction, The Lion King, The Shape of Water, and Lucas’ six-part Star Wars saga.
  • THE REST OF THE STORY:  ADDITIONAL TOOLS FOR MASTERING THE CRAFT:  The appendices are a series of essays on the history, nature, and cultural dynamics of the art and craft of storytelling.  After 350 pages of practical technique, Mr. Vogler earns the privilege of indulging a bit of literary theory here, and his insights are fascinating.  He devotes an entire chapter to the subject of catharsis, “comparing the emotional effect of a drama with the way the body rids itself of toxins and impurities” (Christopher Vogler, The Writer’s Journey:  Mythic Structure for Writers, 4th ed. [Studio City, California:  Michael Wiese Productions, 2020], 420).  Stories, in that sense, are medicinal; their alchemical compounds have healing properties—more on this point later.

Vogler’s The Writer’s Journey codifies mythic structure for contemporary storytellers, demonstrating its form, function, and versatility through more accessible terminology than Campbell’s densely academic nomenclature, and by drawing on examples from cinematic touchstones familiar to all:  The Wizard of Oz, Star Wars, Titanic, etc.  Like The Hero with a Thousand Faces before it, The Writer’s Journey has become, over the last quarter century, an essential catechism, affecting not merely its own generation of scribes (including yours truly), but the successive storytelling programs that stand on its shoulders, like Save the Cat!

Comparison of Vogler’s Hero’s Journey and Snyder’s “beat sheet”

But why is it essential?  If Campbell and Vogler and Blake Snyder have simply put different labels on narrative principles we all intuitively comprehend from thousands of years of unconscious conditioning, why study them at all?  Why not simply trust those precepts are already instinctive and immediately type FADE IN at the muse’s prompting?

Because just as a doctor requires an expert’s command of gross anatomy even if no two patients are exactly constitutionally alike, and an architect is expected to possess a mastery of structural engineering though every building is different, it behooves the storyteller—be them screenwriter, novelist, playwright, what have you—to consciously understand the fundamentals of the narrative arts:

The stages of the Hero’s Journey can be traced in all kinds of stories, not just those that feature “heroic” physical action and adventure.  The protagonist of every story is the hero of a journey, even if the path leads only into his own mind or into the realm of relationships.

The way stations of the Hero’s Journey emerge naturally even when the writer in unaware of them, but some knowledge of this most ancient guide to storytelling is useful in identifying problems and telling better stories.  Consider these twelve stages as a map of the Hero’s Journey, one of many ways to get from here to there, but one of the most flexible, durable, and dependable.

ibid., 7

I’ve read and reread previous versions of The Writer’s Journey endlessly, and I take new insight from it each time:  An excellent primer for aspirants, it yields yet richer dividends for experienced writers—those that can readily appreciate it vis-à-vis their own work.  Though this updated edition, which includes two brand-new essays in the appendices (“What’s the Big Deal?” and “It’s All About the Vibes, Man”), was certainly sufficient reason in its own right to revisit The Writer’s Journey, I had a more compelling motivation:  I wanted to see for myself how Mr. Vogler makes a case for the type of conventional story arc he extols in the face of mounting evidence of its cultural irrelevance in our postnarrative era.

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The Nostalgist’s Guide to the Multiverse—and How We All Might Find Our Way Back Home

Gee, for someone who’s spent the past few years lecturing others on the hazards of living on Memory Lane—by way of curated collections of memorabilia, or the unconscionable expropriation of superheroes from children, or whatever your nostalgic opiate—I quite recently became starkly aware of my own crippling sentimental yearning for obsolete pleasures.  But I’ve also identified the precise agent of disorientation that’s led many of us down this dead-end path… and, with it, a way out.  First, some backstory.

I’ve had occasion this autumn to enjoy ample time back on the East Coast, both a season and region I can never get enough of.  I spent a weekend in Rehoboth Beach, Delaware, with a group of high-school friends, many of whom I hadn’t seen in a quarter century.  I visited my beautiful sister in Washington, D.C., where we took in a Nats game so I could get a firsthand look at the team my Dodgers were set to trounce in the playoffs.  I attended my closest cousin’s wedding (Bo to my Luke), and served as best man at my oldest friend’s—both in New Jersey.  I marched in Greta Thunberg’s #ClimateStrike rally at Battery Park, and took meetings with representatives from the Bronx and Manhattan borough presidents’ offices about bringing both districts into the County Climate Coalition.

(I also got chased out of Penn Station by a mutant rat, so it was about as complete a New York adventure as I could’ve hoped for.)

Wonderful and often productive as those experiences were, though—the subway run-in with Splinter from Teenage Mutant Ninja Turtles notwithstanding—my favorite moments were the ones where nothing so noteworthy occurred.  The pints at my favorite pubs.  The old faces I stopped to chat with “on the Avenue,” as we say back home.  The solitary strolls through the park amidst the holy silence of snowfall.

Brust Park in the Bronx, New York, on December 2, 2019 (photo credit: Sean P. Carlin)

More than any of that, though—the ballgames, the gatherings formal and informal, the walks down the street or into the woods—I did what I always do, regardless of site or circumstance:  entertained quixotic fantasies about moving back.

This has become, over the past half-decade, a personal pathological affliction, as my long-suffering friends and family can lamentably attest.  I mean, I left New York for Los Angeles eighteen years ago.  Eighteen years!  That’s years—not months.  Christ, Carlin, at what point does the former cease to feel like home in favor of the latter?

I can’t say what prompted my recent epiphany, but for the first time in all my exhausting exhaustive ruminating on the matter, this simple, self-evident truth occurred to me:  I’ve never really left New York.

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Game Over: Why an Unsatisfying “Game of Thrones” Resolution Was a Predictable Inevitability

After eight intense seasons of scheming (on the part of the characters) and puzzling (on the part of the viewership), at long last we finally know who won the Game of Thrones.

I did.

Fans found the end to be an unsatisfying “Game of Thrones” resolution
The moment we’ve been waiting for…

A few years back, as friends and colleagues were indulging in fevered speculation about who would ultimately end up on the Iron Throne, I attempted to spare them another Lost-style disappointment by explaining the story conventions of what media theorist Douglas Rushkoff identified as “postnarrative” fiction, which eschews the predictable, linear, closed-ended form of the monomythic arc—Joseph Campbell’s “hero’s journey”—in favor of an unpredictable, nonlinear, “hyperlinked” mode of narrative “that gets more open rather than more closed as it goes along” (Molly Soat, “Digital Disruption and the Death of Storytelling,” Marketing News, April 2015, 44), and accounts for such Digital Age watercooler shows as The Walking Dead, Westworld, Orphan Black, This Is Us, and Mr. Robot.

This mere fraction of the cast—itself three times the amount most other shows carry—alone suggests an unsatisfying “Game of Thrones” resolution was inevitable
This mere fraction of the cast—itself three times the amount most other shows carry—alone suggests an unsatisfying “Game of Thrones” resolution was inevitable

To that end, I argued that no series with as many characters and concurrent plotlines as Game of Thrones had been made to service could ever rightfully hope—or even credibly intend—to reach a definitive climax, let alone have any catharsis to offer in exchange for viewers’ time and miss-no-detail devotion:

The opening titles sequence of the show betrays this emphasis:  the camera pans over an animated map of the entire world of the saga, showing the various divisions and clans within the empire.  It is drawn in the style of a fantasy role-playing map used by participants as the game board for their battles and intrigues.  And like a fantasy role-playing game, the show is not about creating satisfying resolutions, but rather about keeping the adventure alive and as many threads going as possible.  There is plot—there are many plots—but there is no overarching story, no end.  There are so many plots, in fact, that an ending tying everything up seems inconceivable, even beside the point.

Douglas Rushkoff, Present Shock:  When Everything Happens Now, [New York:  Penguin Group, 2013], 34.

The many, many peers who willingly engaged me on the subject by and large dismissed the very notion of postnarrativity—of course all stories are meant to provide closure, the argument went, and A Song of Ice and Fire author George R. R. Martin was on record as knowing the particulars of how his saga would conclude!—and insisted with good-natured sportsmanship that my Game of Thrones prediction (prophecy?) would be decisively debunked come the series finale.  To support that assertion, the legendary five-hour pitch meeting was often cited in which screenwriters David Benioff and D. B. Weiss claimed to have accurately deduced Jon Snow’s true parentage and were accordingly rewarded with Martin’s theretofore elusive blessing to adapt the high-fantasy series for Hollywood.

To which I emphatically called bullshit.  The account of that alleged pitch meeting—much more so than anything from the world of Westeros—is pure fantasy from people who know a thing or two about mythopoeia.

To wit:  Anyone who’s ever written a story—particularly a long-form, multipart saga like A Song of Ice and Fire—knows that a narrative takes on a course of its own as it develops, and an author’s notions about where it’s all going are about as bankable as our grand ideas of how are own lives are going to play out in five, ten, fifteen years.  In life, you got your plans and schemes… and then you got what happens irrespective of those.  The latter always wins.  Fiction works in a similar fashion.  (And—you can take my word for this—little if anything that gets pitched in development meetings survives to the final draft, anyway.)  As David Benioff himself said in 2015:

We’ve had a lot of conversations with George, and he makes a lot of stuff up as he’s writing it.  Even while we talk to him about the ending, it doesn’t mean that that ending that he has currently conceived is going to be the ending when he eventually writes it.

Debra Birnbaum, “‘Game of Thrones’ Creators:  We Know How It’s Going to End,” Variety, April 15, 2015

Exactly.  And whereas a novel is beholden to the vagaries of merely a single determinant—its author—a television show is a complex organism whose creative evolution changes constantly based on content restrictions imposed by the studio, talent availability, production logistics, budgetary considerations… an endless host of factors.

Case in point:  It came to light earlier this year that shortly after completing work on the first season of GoT, series mainstay Emilia Clarke (Daenerys Targaryen) underwent high-risk surgery to treat a life-threatening brain aneurysm.  In the hypothetical instance she’d been unable to resume work on the show, what would that have meant for the so-called “grand plan” of Game of Thrones?

It would’ve been thrown right out the window is what.

Daenerys’ unsatisfying “Game of Thrones” resolution
Actress Emilia Clarke as Daenerys Targaryen in “The Bells”

That’s the way TV production works.  It’s amorphous.  It’s fluid.  It’s necessarily reactive.  Trying to conceive and carry out a five-year plan for a serialized show is about as tenable as trying to do the same for one’s personal and/or professional life.  It can’t really be done because none of us know what tomorrow might bring.  Any showrunner that insists he knows how it all ends is either full of shit or delusional.

Despite that, my contemporaries maintained the same unwavering faith in the Game of Thrones writers that Tyrion inexplicably invested in Dany, certain all would be paid off and tied up at journey’s end—you’ll see!

“Spoiler alert”:  It wasn’t.

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All That You Can’t Leave Behind: On Memories, Memorabilia, and Minimalism

A lifelong packrat, here’s the story of my unlikely conversion to minimalism.


Concert tickets.  Refrigerator magnets.  Christmas ornaments.  Comic books.  Trading cards.  Greeting cards.  Bobbleheads.  Bank statements.  Photo albums.  Vinyl records.  Shoes.  Shot glasses.  Jewelry.  Blu-rays.

What does the stuff we collect, consciously or unconsciously, contribute to the story of our lives?

And… what does it mean for us when there’s less of it?

Photo credit: Ticketmaster blog, June 26, 2015

In an opinion piece that appeared in the New York Times earlier this month, columnist Peter Funt laments the obsolescence of analog mementoes in a Digital Age:

And so ticket stubs join theater playbills, picture postcards, handwritten letters and framed photos as fading forms of preserving our memories.  It raises the question, Is our view of the past, of our own personal history, somehow different without hard copies?

Peter Funt, “Does Anyone Collect Old Emails?,” Opinion, New York Times, April 5, 2019

In recent years, I’ve expanded this blog from its initial scope, an exclusively academic forum on storytelling craft, to chronicle my own personal history, often in no particular order.  I am ever and always in search of a clearer, more complete, more honest perspective on my past, and how it has shaped the narrative arc of my life; I mine my memories regularly for content, and for truth.

I have also routinely expressed apprehension about the practices we’ve lost in a Digital Age, the kind to which Mr. Funt refers, particularly as that applies to the corrupted discipline of storytelling itself:  From the superhero crossovers of the “Arrowverse,” to the literary Easter-egg hunt of Castle Rock, to the expansive franchising of Star Wars, today’s popular entertainments are less concerned with saying something meaningful about the human condition than they are with challenging the viewer to catch all their internal cross-references.  Whereas stories once rewarded audiences with insight, now the reward is the esteemed privilege of calling oneself a superfan—a participatory designation earned by following all the breadcrumbs and connecting all the dots… an assignment only achievable if one never misses a new installment:

In a nod to the subscription model of consumption—where we lease cars or pay monthly to a music service—the extended narratives of prestige TV series spread out their climaxes over several years rather than building to a single, motion picture explosion at the end.  But this means energizing the audience and online fan base with puzzles and “spoilers”. . . .

. . . The superfan of commercial entertainment gets rewarded for going to all the associated websites and fan forums, and reading all the official novels.  Superfans know all the answers because they have purchased all the products in the franchise.  Like one of those card games where you keep buying new, expensive packs in order to assemble a powerful team of monsters, all it takes to master a TV show is work and money.

Douglas Rushkoff, Team Human (New York:  W. W. Norton & Company, 2019), 163

Fanboys and -girls thought they were legitimized when the geek subculture went mainstream—when superheroes and sci-fi went from niche hobby to pop-cultural monopoly—but they were really just commodified:  “geek” shifted from a stigmatized social category to a lucrative economic one.  Leveraging our telecommunications-induced FOMO, a new permutation of commercial narrative was contrived:  the “mega-franchise,” which seeks not our intermittent audience, but rather our habitual obedience.  Sure, you may not have even liked the last four Star Wars or Terminator or Transformers movies… but do you really wanna run the risk of skipping this one?

More is more: Every “Star Wars” character has its own backstory and action figure—collect them all!

So, given those two ongoing preoccupations—personal history and receding traditions in the Digital Age—the thesis of “Does Anyone Collect Old Emails?” would’ve spoken to me regardless, but the timing of it was nonetheless uncanny, as I have devoted no small degree of consideration in recent months to the matter of the physical objects we amass, wittingly or otherwise, and how they tether us to the past.  Here’s the story.

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The Cat in the Sprawl: Blake Snyder’s Genres and Postnarrative Fiction

The industry-standard storytelling program Save the Cat!, developed by late screenwriter Blake Snyder, provides two chief implements for writers of fiction.

The first is the “beat sheet,” which is just Joseph Campbell’s hero’s journey by another (more user-friendly, less academically dense) set of names:  “Crossing the First Threshold” is renamed “Break into Two”; “Tests, Allies, Enemies” becomes “Fun and Games”; “Approach to the Inmost Cave” is simplified as “Midpoint”; and so forth.  The beat sheet offers an easy-to-use mythic blueprint for outlining a narrative.

Joseph Campbell’s “hero’s journey,” or monomyth

The second tool, which is really Snyder’s principal innovation, are his genre classifications—the ten different narrative variations on the hero’s journey, each with its own central dramatic question and particular set of story conventions:  Monster in the House is about a killer in a confined setting (Jaws, Halloween, Fatal Attraction); Dude with a Problem depicts an innocent hero thrust suddenly into a life-or-death battle (Die Hard, The Martian, Home Alone); Golden Fleece stories are about a quest undertaken for a defined and/or tangible prize (Raiders of the Lost Ark, Ocean’s Eleven, Stand by Me), etc.

The beat sheet offers the writer a universal macrostructural narrative foundation; the genre categories prescribe the requirements/expectations germane to each of the ten subtypes of story models.  The most successful narratives are recognizable as a single genre only, whereas some of the biggest bombs and/or creative failures of recent memory (47 Ronin, Winter’s Tale, The Mountain Between Us) mixed and matched tropes from multiple genres, leaving the audience bewildered and disoriented.

Of course, the hero’s journey/beat sheet doesn’t apply to fiction in the new “postnarrative” mode of our hyperlinked Digital Age, which “is not about creating satisfying resolutions, but rather about keeping the adventure alive and as many threads going as possible” (Douglas Rushkoff, Present Shock:  When Everything Happens Now, [New York:  Penguin Group, 2013], 34).  So, given that, do Snyder’s genre types, then, have any relevance for nonlinear, open-ended “rabbit-hole” fiction—like Lost, Mr. Robot, This Is Us, and Westworld—for which “an ending tying everything up seems inconceivable, even beside the point” (ibid.)?

In a previous post titled “Saving the Cat from Itself,” I argued that postnarrativity, as a form, hadn’t yet been codified—merely identified—and therefore it would be a mistake to impose Snyder’s templates on series like Game of Thrones and The Walking Dead.  Beyond that, I haven’t much explored the matter, let alone settled it.

In today’s guest post, longtime friend of the blog Dave Lerner, a.k.a. dellstories, takes on the issue of whether the genre classifications of Save the Cat! have any applicability to postnarrativity.  Feel free to post follow-up questions for Dave in the comments section below, and kindly pay a visit to his Patreon page.  Take it away, Dave!

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Changing the Narrative: Why Some of Our Most Popular Stories Affirm Our Most Pernicious Beliefs—and How Storytellers Can Rewrite This Bad Script

I can’t say it was by deliberate design, but the blog this year has been heavily focused on the power of storytelling as a cultural lodestar, one that reflects the changing times as much as it influences them.  Like gravity, or capitalism, narrative is a governing force in our lives that mostly operates invisibly, if for no other reason than we’ve gotten so accustomed to its ubiquity.

“As a medium, stories have proven themselves great as a way of storing information and values, and then passing them on to future generations.  Our children demand we tell them stories before they go to bed, so we lace those narratives with the values we want them to take with them into their dreams and their adult lives.  Likewise, the stories and myths of our religions and national histories preserve and promote certain values over time.  That’s one reason civilizations and their values can persist over centuries” (Douglas Rushkoff, Present Shock:  When Everything Happens Now, [New York:  Penguin Group, 2013], 16).

Taking those values “into our dreams,” as Rushkoff puts it, is a crucial proviso, because it underscores the subconscious way storytelling works:  A good story seduces you with the promise of entertainment, incrementally winds you up into a state of suspense, and only lets you out when it’s made its point—when it’s imparted its takeaway moral.  Over and over we submit to this experience, fondly recalling with friends the parts of a story that made us jump, or laugh, or cry, but seldom do we give much consideration to its underlying ethos; that sort of subtextual scrutiny, let’s face it, begins and ends in third-period English.

But if fiction is the means by which our mores and traditions are conferred, then it is also, accordingly, the way in which bad ideas are inculcated, even by trustworthy artists.  Much of this is owed, quite innocently, to utilitarian narrative patterns that have, through mass-repetition, developed into accepted sociocultural precepts.

You all know the rules: sin equals death

Genre conventions are part of a pact storytellers make with their audience, a set of tacitly agreed-upon expectations:  an action thriller will have violence; a slasher film will feature teenage sex; a romantic comedy will pair ideologically (and adorably) mismatched lovers.  The best stories find a way of at once honoring and challenging those tropes (Scream, The Dark Knight); most, however, simply take them as an uncontested given.  Commenting on the erotica blockbuster Fifty Shades Freed, comedian Bill Maher noted:

“Psychologists have to explain how in the age of #MeToo, the number-one movie in America is about a woman on a leash.  Or, how in romantic comedies, there are only three plots:  she married her boss; stalking is romantic; and ‘I hate you and then I love you’” (Bill Maher, “New Rule:  Hollywood’s Grey Area,” Real Time with Bill Maher, February 16, 2018).

To a certain extent, given their sheer volume, archetypal scenarios are unavoidable.  And most writers, I suspect, don’t promulgate them with an actively malignant agenda:  I don’t imagine screenwriter J. F. Lawton, for instance, set out to make the case that prostitution is romantic when he conceived the neo-Pygmalion fairy tale Pretty Woman; that was simply an incidental if unfortunate concomitant.  Artists, after all, have consumed thousands of stories, too, and are therefore as susceptible to the subliminal indoctrination of culturally ingrained—and narratively reinforced—worldviews as the rest of us.  Some of our most cherished American myths even help to explain how we’ve arrived at this dangerous moment in history.

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