Catharsis Commander: Explanation
and Analysis
Brian Schrank
NOTE: This text is best read after playing Catharsis Commander.
Introduction
Catharsis Commander is a simple videogame that makes a "gestalt commentary" on what we may really want from Youtube. As you play with it you also play with your catharsis, desire and cognition.
Clip Shape
The original footage
of each video clip is enframed in a rectangular format. We don't tend to see the rectangular frame, it has become transparent, due of its cultural dominance. Without disrupting its own transparency the rectangular
frame offers limitations and affordances, such as its compositional qualities.
For a basic example, an object centered in the screen as opposed to on its
periphery will have a different connotation of centrality or importance to its
context.
In Catharsis Commander video subjects are
cut out of their rectangular frame in order to “un-capture” them and release
them from their frames and their previous transparency. This results in the subject’s isolation from its
context and creates a subtle contextual void. This void is an affordance the
player can exercise, conceptually filling in the context of each subject. This
could be a mimetic filling in, where the player “accurately” tries to imaginatively
re-contextualize the subject into its original footage and context. Or,
conversely, this could be an expressive filling in, where the player freely
associates with the subject, configuring a new conceptual context that could be
ironic, tragic, humorous, mundane, etc.
Clip Duration
We’ve established that
the non-rectangularity of subjects serves to partially break them out of their current frame. The video clips are
short, averaging about 3 or 4 seconds each. This temporal isolation of the subjects
also serves to break them from a frame of a slightly different type, a temporal
frame, of the before and after. These subjects are waiting in a suspended climactic now, until it is activated by a
click. This property allows multiple subjects to be played simultaneously, or
in succession, forming aggregate contextual compositions. Of course not
clicking on certain clips also positions them into a relationship of stasis.
Clip Selection
Clip selection is a
very subjective process, and is analogous to a reporter or DJ. While seeking
and selecting the 100+ video subjects I established categories such as food,
sex, cuteness, violence, drama, music, politics, etc., to balance out the content.
These were mostly based around popular American culture. More or less heavily
themed versions of the game could be comprised of any combination of categories.
A configuration around a singular theme, such as videogame power-ups, Saturday
morning commercials, uses of the abject in film, political speeches etc. all
would form unique investigative tools for players and as gestalt commentary for
gamemakers. Or, juxtapositions of contrasting categories, for example, fast
food, porn and war might be particularly provocative to investigate connections
between objectification and consumption.
In future versions of
the game it would be advantageous to increase the number and intensity of clips
of the type that the player clicks on. For example, if a fast food clip is
clicked, several more fast food clips become available and their content
intensity increases. This way gore, scat and hard-core porn aren’t a
distraction for uninterested players unless they click on subjects that lead
into those extremes.
Clip Moment
The clip moment chosen may or may not
necessarily be the intended or consensus climax of the original footage (that
is if it did have a climax at all). In popular films the climax is often felt
and indicated by the music and soundscape. In vocal-heavy songs the climax may
be the second or third cycle of the voice-wrenching chorus. In pornography the
climax is self evident. In news footage, which is already much abbreviated, the
reporter will tell us when the important event will occur and will often slow
down video time so we may stew in it.
The climax may or may
not have the most cathartic potential. From the same film, a despairing
heartbroken whisper may purge more of our emotion than a perilous light saber
battle, even if it ends with triple amputation. Of course, it may not, hence
the wide range of genres, audiences and subplots of cinema. Like clip selection,
moment selection is extremely subjective. Reporters and editors not only select
“all the news fit to print” and DJs select the tracks to play for the crowd, they
also select how to frame and show that content. Perhaps procedural or flesh and
blood “catharsis jockeys” will be a mainstay of how we parse new media in the
future.
Clip Motion
The video clips travel
from the center of the screen to its edge like a blobby star field. This factor
may be more important than using irregular clip shapes to decontextualize the
subjects. The player can’t affect this spatial motion; he can only click them
to make their videos play as they continue to travel. By moving in this way,
the clips are imbued with an auto-dynamic quality (or aura) that legitimizes
the subject’s isolated existence apart from its original contextual footage. This
is enhanced by the fact that they are only playable when they are large enough
and onscreen. If the clips were stationary and always randomly accessible, their
autonomy would be diminished. They would feel more like orphans –like they were
surgically removed from their old context. In their present form they reminiscent
of “Nomad thoughts” described by Deleuze and Guattari:
[Nomad thought] is a
vector: the point of application of a force moving through a space at a given
velocity in a given direction. The concept has no subject or object other than
itself. It is an act. Nomad thought replaces the closed equation, x = x not y
(I = I = not you) with an open equation:… +y + z + a… (Deleuze, xiii)
Since the clips in Catharsis Commander, “self-force” their
own real motion through space they are (partially) “freed” from the narrative,
temporal and spatial forces of their original context. The amount in which they
are freed is the slack in which the player can conceptually play with them. If
they were not moving in space there would be less conceptual slack because
their lack of context would be more palpable.
What do we really want from Youtube?
In the introduction I
mentioned that Catharsis Commander is
a gestalt commentary on what we want from Youtube. It affords immediate
access to a sprawling array of bite-sized content this is textured and satisfying
in conceptually configurable ways. The agency of the player is expanded and
freed from many of the usual handicapping conventions of streaming video websites. This augmented agency is
evidenced by the fact that it’s a slippery slope to create an ear-splitting cacophony
(if the volume is moderately high) by clicking one or two dozen clips. Part of
the pleasure of playing Catharsis
Commander is in fact playing with how much of this agency you will use at a
time, in effect playing you’re your own limits of cognition and creativity. (However, since it is just a prototype and
not an extendable and reconfigurable system, the clips are pre-selected for the
player. In this vein the player’s agency is quite limited. Ideally, the system
inspired by this prototype would allow broad and deep live and off-line
reconfiguration and use meta-tags parsable by search engines, etc.) Many video
database interfaces separate each video into its own page, as in Youtube. There
are other images of videos on the page, but when clicked they will simply open
another page. This handicap prevents instant random access (no loading time) and
combination that could be allowed if an array of videos were simultaneously
available with the poignant moments pre-selected. Ideally, all the extended
original footage from which the clips were extracted would also be available in
various ways.
Do we want Soma?
In small doses it
brought a sense of bliss, in larger doses it made you see visions and, if you
took three tablets, you would sink in a few minutes into a refreshing sleep.
And all at no physiological or mental cost. The Brave New Worlders could take
holidays from their black moods, or from the familiar annoyances of everyday
life, without sacrificing their health or permanently reducing their
efficiency. (Huxley, 69-70)
Soma short circuits our
drives that would otherwise endanger the homeostasis of the political power
structure. Soma subverts our struggles that would lead to self-actuation by
satisfying them virtually through sensations, visions and sleep. Our desire to continually redefine and better
ourselves, to help others and positively change our environment, are siphoned off and drained by Soma. Is Youtube (and its rendering through Catharsis Commander) actual blissful
enlightenment or a Soma-like diversion? The traditional vehicle of catharsis, drama which usually requires a more
extended narrative, is gutted and rarified into something even more effective:
cathartic climax on demand. And according to some, such as Bertolt Brecht and
Augusto Boal, the catharsis of Aristotelian drama is already crippling to
society:
Empathy is the most
dangerous weapon in the entire arsenal of the theater and related arts (movies
and TV)… [M]an relinquishes power of decision to the image... Since the
character resembles us (as Aristotle indicates), we live vicariously all his
stage experiences. Without acting, we feel we are acting… (Boal, 113, 34)
From Boal’s
perspective, imagine the damage that can occur if we are acting but only virtually so as new media allows! From
his perspective the farce becomes sealed and we become a ghost in the machine. Fiction
seems more real because the causalities are real. Espen Aarseth draws a
parallel for us in interactive fiction:
Such interactive
fiction as an adventure game is even less fictive than a staged drama, since
the user can explore the simulated world and establish causal relationships between
the encountered objects in a way denied to the readers of Moby Dick or the audience
of Ghosts. (Aarseth, 50)
This is why the telos of Aristotelian drama and catharsis is found in new media. It is the reduction of drama and catharsis into a purgative mouse click, a blissful button press or a feverish joystick manipulation to deliver the effective Somatic dosage. For example, many of us salivate in disgust at the socially abject. We feel better about ourselves when we witness white politicians (George Allen), talking/radio heads (Don Imus), or anyone really (Michael Richards) of moderate social status, saying racially incendiary remarks. We cringe at Hillary Clinton's accent as she panders to southern blacks. We don’t care why these things happen just that they are happening and that they seem more real because, like circus monkeys, we can isolate them, make them perform on command and repeat as desired. But as "the Youtube phenomenon" offers us these inane and socially parasitic usages of new media, it also offers us critical and creative usages as well.
Which Soma do we want?
Huxley’s Soma has a
historical antecedent that is much more ambivalent than its debilitating form
in Brave New World. Huxley describes the Soma of antiquity:
In the Vedic hymns we
are told that the drinkers of Soma were blessed in many ways. There bodies were
strengthened, their hearts were filled with courage, joy and enthusiasm, their
minds were enlightened and in an immediate experience of eternal life they
received the assurance of their immortality. But the sacred juice had its
drawbacks. Soma was a dangerous drug… (Huxley, 69)
This Soma actually is enlightenment, rather than the snare
of false enlightenment of Brave New World. But what were those drawbacks and
dangers? In the later Vedas Soma began to be described differently. The early
sacredness of Soma in the earlier hymns fades rapidly into profane inebriation. As quoted from the
Vedas:
“The swollen men
urinate the on-flowing Soma…When wilt thou do away with the urine of
drunkenness with which the priests delude the people…” (Smith, 57, 63)
We have two diverging
perspectives on Soma: is it enlightenment or diversion? Are new media phenomena
like Youtube and Catharsis Commander “alcoholic piss” or tools to cleave through distraction? They are both. As I’ve iterated before, and tried to exemplify in the
videogame artifact Catharsis Commander,
we are in control of how we use these
video clips and which Soma we are really after.
Works Cited:
Aarseth,
Espen J. (1997). Cybertext : Perspectives on Ergodic Literature. Baltimore, Md.: Johns
Hopkins University Press.
Boal,
A. (1985). Theater of the oppressed. New York, Theatre Communications Group.
Deleuze,
Gilles, and Félix Guattari. (1987). A Thousand Plateaus : Capitalism and Schizophrenia. Minneapolis:
University of Minnesota Press.
Huxley, A. (2000). Brave new world
revisited. New York, Perennial Classics.
Smith,
H. (2003). Cleansing the doors of perception : the
religious significance of entheogenic plants and chemicals. Boulder, CO, Sentient
Publications.
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