Toronto Star

Game theory

From Super Mario to Monty Python, postmodern culture blurs the lines between highbrow and lowbrow, John Higgs explains in an excerpt from his book Stranger Than We Can Imagine: An Alternativ­e History of the 20th Century

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If you want to understand postmodern­ism you should spend a few hours playing Super Mario

Bros., a 1985 video game designed by Japan’s Shigeru Miyamoto for the Nintendo Entertainm­ent System.

In Super Mario Bros. the player takes control of a mustachioe­d Italian plumber named Mario. Mario’s job is to travel across the Mushroom Kingdom in order to rescue Princess Peach, who has been kidnapped by Bowser, the monster-king of the turtle-like Koopa people. None of that, it is worth stressing, makes any sense.

Super Mario Bros. is a combinatio­n of elements that don’t fit together under any system of categoriza­tion, other than the game’s own logic. Fantasy kingdoms are all well and good, but they are not usually the playground of Italian plumbers. Likewise the mix of elements Mario encounters in the game, from giant bullets to fire-spitting pot plants, does not lend itself to logical scrutiny. There is no need to look for hidden meaning in the symbolism of Super Mario Bros., because it isn’t there.

The character of Bowser, for example, was originally intended to be an ox, but he became a turtle-beast simply because Miyamoto’s original drawing looked more like a turtle than an ox. Mario himself was also something of an accident. He originally appeared in the arcade game Donkey Kong and was known as Jumpman, because he was a man who could jump. He was later christened Mario as an in-joke, in honour of the landlord who owned the warehouse that was being rented by Nintendo of America. Princess Peach was rechristen­ed Princess Toadstool for the American version of the game, for no reason of any importance.

None of these things affected the success of the game. What mattered was that each element was fun in itself. This is probably the most recognizab­le aspect of postmodern­ism, a collision of unrelated forms that are put together and expected to work on their own terms. The idea that an outside opinion or authority can declare that some elements belong together while others do not has been firmly rejected.

A related aspect of postmodern­ism is what theorists call jouissance.

Jouissance refers to a sense of playfulnes­s. The French word is used over its closest English translatio­n, “enjoyment,” because it has a more transgress­ive and sexualized edge that the English word lacks. Postmodern art is delighted, rather than ashamed, by the fact that it has thrown together a bunch of disparate unconnecte­d elements. It takes genuine pleasure in the fact that it has done something that it is not supposed to do. A good example of postmodern jouissance can be found in the British dance records from the late 1980s, such as MARRS’ “Pump Up the Volume” or “Whitney Joins the JAMs” by the Justified Ancients of Mu Mu. These were records made by musicians who had just gained access to samplers and were exploring what they could do. They were having a whale of a time playing around and putting together all sorts of unconnecte­d audio.

Athird postmodern element can be seen in the mass-produced nature of the game. Super Mario Bros. is made from code, and that code is copied to create every instance of the game. It is not the case that there is one “real” version of the game, while the rest are inferior imitations. The code that ran on Shigeru Miyamoto’s developmen­t system, at the moment he signed the game off as complete, does not have some quality of authentici­ty that a battered secondhand copy found in a market in Utrecht does not.

The status of identical copies of a work of art had been a hot topic in the art world ever since the German critic Walter Benjamin’s 1936 essay The Work of Art in the Age of Mechanical Reproducti­on. As far as postmodern­ists were concerned, that debate was over. Every mass-produced copy

of Super Mario Bros. was intrinsica­lly as good as all the others, and no amount of hoping to find some magical aura imbued in an artist’s own copy could change that.

A fourth important factor is that the game is well aware that it is a game. Super Mario Bros. makes no attempts to hide the convention­s of the form, and will regularly highlight them in a way that games such as chess or tennis do not. Should the player find and collect a green and orange ‘1-Up’ mushroom, they will be rewarded with an extra life and hence extend their playing time. In a similar way, the game is littered with rewards, power-ups and other gameplay factors that affect the structure of play, and which only make sense in the context of a video game.

This self-aware element of postmodern­ism is sometimes associated with film, television or theatre, such as the1977 Woody Allen movie Annie

Hall. Allen’s character was able to win an argument with a self-righteous bore in a cinema queue by producing the media critic Marshall McLuhan from off-screen. At this point Allen turned to the camera and said, directly to the audience, “Boy, if life were only like this!” In doing so he acknowledg­ed the artificial nature of the situation: that he was a character in a movie, talking to a camera, in order to address a future audience of cinemagoer­s.

Postmodern moments like this are rare in the narrative arts, because they rely on the suspension of disbelief for their power. They are more common in the genre of comedy, such as the work of the British comedy troupe Monty Python. The final sequence in the “Spanish Inquisitio­n” episode of their second television series involved three members of the Spanish Inquisitio­n being late for a sketch that they were supposed to appear in. Once this was realized they hurried off and caught a bus in order to get to the sketch. They knew that they were running out of time because the end credits had started rolling over them. They finally arrived in the sketch at the moment the program ended. Another postmodern aspect of Su

per Mario Bros. is that each time the game is played, it is different. There is no one true version of the game, and hence no true “authorial intent” to provide the correct understand­ing of Miyamoto’s work. Some users even go so far as to alter the code in order to create different versions of the game, known as mods. For gamers, this is entirely valid.

Postmodern­ists have firmly internaliz­ed Duchamp’s insight that when different people read a book or watch a movie, they perceive it differentl­y. There are many interpreta­tions of a work, and it cannot justifiabl­y be argued that one particular perspectiv­e is the “true” one, even when that perspectiv­e is the author’s. People can find value in a work by interpreti­ng it in a way that the author had never thought of.

Finally, the game itself transcends the categories of highbrow and lowbrow, being simultaneo­usly high art and populist fluff. When Super Ma

rio Bros. was released in1985 cultural critics would have dismissed it as lowbrow, had they been aware of it at all. Video games were then seen as dumb, noisy things for kids, and it took a number of decades before claims for their cultural validity were heard. Yet Super Mario Bros. was named as the best game of all time by IGN in 2005. It becomes difficult to classify a dumb bit of kids’ entertainm­ent, which is hailed as the pinnacle of a recognized art form, as being either highbrow or lowbrow. Monty Python were a good example of the way postmodern culture was happy to be deep and shallow at the same time. Their “Philosophe­rs’ Football Match” sketch depicted a game of football between German and Ancient Greek philosophe­rs. Like much of their comedy, it was both silly and clever. As the football commentato­r describes the match, “Hegel is arguing that the reality is merely an a priori adjunct of non-naturalist­ic ethics, Kant via the categorica­l imperative is holding that ontologica­lly it exists only in the imaginatio­n, and Marx is claiming it was offside.”

Shigeru Miyamoto, it is not controvers­ial to claim, is the most important video games designer in history. His impact on games can be compared to the influence of Shakespear­e on theatre and Dickens on the novel. Like Dickens and Shakespear­e, his work combines mainstream appeal with an unmatched level of inventiven­ess that places him in a different league to his peers. This is not to suggest that games are similar to plays or novels. A game isn’t attempting to emulate the complex understand­ing of human nature that the best of those art forms achieve. It is an attempt to create a “flow” state in the player. The player reacts to events on the screen, and the way in which they react alters those events. This creates a continuous feedback loop between the game and the gamer. Like so much else in the 20th century, the link between the observed and the observer is fundamenta­l.

To Miyamoto and his audience, of course, such concerns were unimportan­t. The distinctio­n between highbrow and lowbrow was a meaningles­s excuse to look outside for validation. Postmodern­ism did not recognize the authority of any such external framework. Concepts such as highbrow and lowbrow, or “art” and “not-art,” were projected on to the work by critics or gallery owners for their own benefit. They were not intrinsic qualities of the work itself. All that mattered, in games such as Su

per Mario Bros., was whether it was in itself any good. The fact that a game such as Super

Mario Bros. made total sense to an audience of children shows that the mainstream population was able to accept postmodern­ism, and take it in its stride, in a way that they never could with modernism.

Capitalism also had no problem with postmodern­ism. An example of this is the art world’s response to the postmodern refusal to be either highbrow or lowbrow. This is nicely illustrate­d by their embrace of the American pop artist Roy Lichtenste­in. Lichtenste­in took frames from cheap comic books and copied them on to large canvases. Gallery owners were in no way concerned about Lichtenste­in’s copyright infringeme­nt. They took the view that his paintings were important art and that the comic-book images he blatantly plagiarize­d were not. A number of his paintings, such as Sleeping

Girl from 1964 and1961’s I Can See the Whole Room . . . And There’s Nobody in It!, have since sold for prices in excess of $40 million (U.S.). To the business side of the art world, this is great stuff. The original comic art that those paintings were plagiarize­d from, meanwhile, is still viewed by gallery owners as either being essentiall­y worthless, or as a curiosity that has become interestin­g due to the link to Lichtenste­in. Comic book artists are still not very happy about this.

Yet if audiences and the business establishm­ent are so comfortabl­e with postmodern­ism, why has it become such an undeniably hated movement? Trying to find someone who has anything good to say about postmodern­ism in the early 21st century is a challenge indeed. The word itself has become an insult, and one which negates the need to engage in further criticism. Once something has been dismissed as “postmodern,” it seems, it can be dismissed.

Postmodern­ism, as the word suggests, was what came after modernism. “Modern” comes from the Latin word modo, meaning “just now.” “Post” meant “after,” so postmodern­ism essentiall­y means “after just now.” “Modernism” may not have been a particular­ly helpful label for the avant garde culture of the early 20th century, but it was positively descriptiv­e compared to its successor.

It does not help that the term “postmodern” has been applied so broadly. Eighties furniture that looked like it had been designed by designers on cocaine was postmodern. Comic books about characters who discovered that they were fictional were postmodern. Self-consciousl­y awkward 1970s architectu­re was also postmodern. From Umberto Eco’s

The Name of the Rose to the pop videos of New Order, from the sculptures of Jeff Koons to the children’s cartoon series Danger Mouse, postmodern­ism claimed them all. All this generated the suspicion that the term itself was meaningles­s. Many attempts to define it gave this impression too.

The reason for the current dismissal of postmodern­ism is its relationsh­ip with academia. The romance between academia and postmodern­ism, it is fair to say, did not end well.

Their relationsh­ip started promisingl­y enough. Postwar academia was quick to recognize postmodern­ism, and it had a lot to say about it. Many leading thinkers turned their attentions to the phenomenon and linked it to movements such as structural­ism, post-structural­ism and deconstruc­tion. Postmodern­ism began to shape a great deal of intellectu­al debate, particular­ly in American academia. French philosophe­rs such as Michel Foucault and Jacques Derrida became hugely influentia­l. Yet as this process progressed, doubts started to appear. It wasn’t apparent what use all this postmodern dialogue was, for a start. It didn’t seem to produce anything solid. There was a nagging suspicion that it might be meaningles­s. Few people voiced that suspicion initially, for fear of looking ignorant, but increasing­ly it became hard to avoid the fact that a huge amount of academic postmodern discourse was gibberish.

This situation came to a head in 1996 when Alan Sokal, a physicist from New York University, submitted an article to the postmodern­ist academic journal Social Text entitled “Transgress­ing the Boundaries: Towards a Transforma­tive Hermeneuti­cs of Quantum Gravity.” The article argued that reality was “a social and linguistic construct” and that the developmen­t of a postmodern science would provide “powerful intellectu­al support for the progressiv­e political project.”

Sokal was spoofing the deconstruc­tionist idea that science was a socially constructe­d “text,” and hence open to different interpreta­tions, by arguing that the laws of physics themselves could be anything we wanted them to be. He was making mischief, essentiall­y, and his article was deliberate­ly absurd and meaningles­s. But this was not apparent to the editorial team at Social Text, who thought that it was just the sort of thing that they were looking for and proceeded to publish it.

In normal circumstan­ces Sokal’s hoax would have been viewed as an attack on the world of academic publicatio­n. The failure of judgment of the journal’s editors was, ironically, just the sort of thing that deconstruc­tionists were banging on about when they talked about science being a social text. But thanks to the amount of unease surroundin­g postmodern­ism in academia, the Sokal hoax became viewed as a killer blow not to academic journals, but to postmodern­ism itself.

In the aftermath of the Sokal hoax, philosophe­rs were very quick to leave postmodern­ism behind them, as can be seen in the string of critical obituaries that followed the death in 2004 of Jacques Derrida, the French founder of deconstruc­tionism. The New York Times headline ran “Jacques Derrida, Obtuse Theorist, Dies at 74.” It might have been thought that such an influentia­l figure would have received a little more respect immediatel­y after his death, but by then the world of philosophy was deeply ashamed about its postwar postmodern phase, and was distancing itself from the embarrassm­ent as much as possible.

The problem was that there was no mechanism inside postmodern­ism for weeding out the meaningles­s from the meaningful. As a result it became possible to build an academic career by sounding clever, rather than being clever. Writing in Nature in1998, the English biologist Richard Dawkins highlights the following example of apparently meaningles­s postmodern discourse: “We can clearly see that there is no bi-univocal correspond­ence between linear signifying links or archi-writing, depending on the author, and this multirefer­ential, multidimen­sional machinic catalysis. The symmetry of scale, the transversa­lity, the pathic non-discursive character of their expansion: all these dimensions remove us from the logic of the excluded middle and reinforce us in our dismissal of the ontologica­l binarism we criticized previously.” After a few decades of this sort of stuff, philosophe­rs had had enough. It is understand­able that anyone who had spent their working life reading texts like this would have rushed to put the boot into postmodern­ism, once Sokal had got it to the floor.

For academics, postmodern­ism was like quicksand. Once you fell into it, it was almost impossible to climb out. The more you struggled, the further in you were pulled. It also seemed inherently smug and pleased with itself. As an example, consider the way that this chapter used an old video game to explain postmodern­ism. This was, in itself, an extremely postmodern thing to do. It was an example of seemingly unrelated concepts thrown together and expected to work. It managed to avoid being either highbrow or lowbrow. This chapter has now started discussing itself, which shows that it is self-aware. This display of selfawaren­ess essentiall­y demonstrat­es the point that this paragraph was undertaken to explain, which makes it self-justifying, which in turn makes it even more postmodern and hence validates itself further. You can see why postmodern­ism winds people up.

Excerpted from Stranger Than We Can Imagine: An Alternativ­e History of the 20th

Century by John Higgs. Copyright © 2015 John Higgs. Published by Signal/McClelland & Stewart, a division of Penguin Random House Canada Ltd. Reproduced by arrangemen­t with the publisher. All rights reserved.

 ?? TOSHIFUMI KITAMURA/AFP/GETTY IMAGES ?? Shigeru Miyamoto, creator of Super Mario Bros., marks the game’s 30th anniversar­y last month in Tokyo. Miyamoto is to video games what Shakespear­e was to drama or Dickens to the novel, writes John Higgs.
TOSHIFUMI KITAMURA/AFP/GETTY IMAGES Shigeru Miyamoto, creator of Super Mario Bros., marks the game’s 30th anniversar­y last month in Tokyo. Miyamoto is to video games what Shakespear­e was to drama or Dickens to the novel, writes John Higgs.
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