Possible Worlds From Narratives to Hypernarratives: Decentering the Subject in Digital film Neill O'Dwyer http://www.ncad.ie/faculties/visualculture/research/thoughtlines/no dwyer.shtml © 2005, The National College of Art and Design Oor world is evolving into an information society whose focal point will be the quality and content of information, rather than the technology employed. Multimedia applications and the availability of associated technology at a reasonable cost, combined with the possibility of long-distance digital transmission, have thrown open the doors of electronic media art and film-making to students, amateurs and professionals from all around the globe. Not only do the new networking technologies offer a wealth of creative and artistic design possibilities, but they also allow the linkage, display and transfer of electronic artforms - including video, cinema, music, animation etc. This potential is confirmed by the Internet, which is currently the largest global sphere of activity for creative projects and applications. With the advent of this new medium there are necessarily also new criteria. The interactive nature of cybernetic systems, and the new technology at our disposal, have symbolised, reified, replaced, and underscored the traditional criteria for making and viewing art, with a new set. We have reached another key point in the evolution of art, comparable in importance to that of Modernism and the advent of mechanical mass reproduction. Within cybernetic systems we will find the potentialities to introduce a new dynamic idea of art and take it away from the time-consuming enterprise of the sublime. This is a very exciting and important time for the arts and we should try to elicit the best out of these new developments. The Arts need to embrace these developments with open arms. This is not because of virtual reality and the like, nor merely to enable us to digitise famous masterpieces, nor for the construction or reconstruction of artworks. On the contrary, these developments facilitate an ever-evolving process within the existence of the arts, where everything is dynamic and kinetic, where the work of art is processed rather than produced and the distinction between artist and viewer is almost entirely fragmented. Hypertexts and Hypernarratives The Internet, with its absence of a primary axis and its infinite network of websites, is an appropriate example of a hypertextual system. A conventional text establishes a clear axis of development along which the subject moves, from subtext to subtext, in a linear pattern. On the Internet, which is a fully developed hypertextual system, the subject enters at any point and chooses any route through and about the network. The temporal as well as textual beginning and end of the reading experience is determined solely by the reader. Cinema is a relatively new niche of the hypertext that is the Internet, but already there are many established film distribution databases. When cinema is produced and viewed in cyberspace, the traditional criteria become underscored, reified, restated and replaced by a new set, which has been mutated by this postmodern hyperspace. In film, the conventional narrative establishes a clear axis of linear development, and similarly, the links between scenes are defined simply by virtue of the juxtaposition of those scenes in the film. Viewing is also straightforward, involving simple sequential development from one scene to the next. Viewing a film on a hypertextual electronic network, by the very nature of the network, facilitates and encourages a kind of tangential development. One can jump directly to any act or scene in the film, and then move from one scene to another non-contiguous scene within the film, or to the source of an allusion in an entirely different film, with remarkable ease and speed. When, in the near future, hypernarrational systems - particularly those that integrate multiple works - become our dominant allegorical vehicle, both the way we watch films and what we understand film to be will be altered. films, short films, video art and animations may no longer be conceived of as primary units. Instead there will simply be a narrational network that one enters. One watches whatever it is one wants to watch, and then exits at whichever point one pleases. As the system expands and individuals become more accustomed to watching films in cyberspace, the sense of centrality of certain narratives within the network will be weakened. The distinction between the narrative and its context will dissolve, as will the distinction between autonomous narratives because there will be, in fact, only one narrative, one pastiche, a hypernarrative. 'Hypertext emphasises that the marginal has as much to offer as does the central, in part because the hypertext [redefines] the central by refusing to grant centrality to anything, to any lexia, for more than the time a gaze rests upon it' (Gaggi, 1997. p. 103). There are radical implications for the subject in this kind of system. The subject is designated a position of power in a way never before possible, even in the most utopian scenario. In this hypernarrative there is no clear route in or out, or a primary axis through, and no co-ordinates or terminals that get priority over others - except as the subject decides. The spectator is thrust back into him or herself as a result of the lack of an authority or guide. In spite of instructions clarifying how to move from one place to another, there is no source of values or priorities that tell the subject which path or direction should be chosen. From this perspective, an empowerment of the spectator is suggested by the development of hypernarratives. It is also possible for the subjects to append their own responses and comments, add new nodes and lexias to areas of particular interest, and create new links between various lexias or narratives. In addition to this, it is possible for anybody who has access to the Internet to exhibit their work on it. Therefore, the distinction between artist and spectator is attenuated, maybe even entirely dissolved. The narrative is no longer a one-way system of communication, instead what has evolved is 'a communication system in which all participants can contribute to and affect the content and direction of the conversation' (Gaggi, 1997. p. 103). The subject views the film on a desktop computer at home, at work, or in college. At any point during the narrative they can branch out in a different direction, jump to a different scene, or access information about the artist/production team, the production studio, the background, the concept, allusions, and so forth. Moreover, theme categories - comedy, tragedy, horror, sci-fi, drama, and romance, for example - permit movement throughout the hypernarrative among related but non-contiguous passages. 'Of course, to describe such passages as 'non-contiguous' assumes the primacy of the original […] because only in that form might any two passages necessarily be non-contiguous. In hypertext, any two passages that can be linked are potentially contiguous in any reading experience' (Gaggi, 1997. p. 104). All these factors suggest an empowerment of the spectator. Hypernarrative is a mode of narration that encourages creative, active viewing, rather than passive consumption of what has been produced by a conventional artist or producer. Hypernarratives may be seen as a technological embodiment of the insights of poststructural theory, which valorises modern and postmodern narratives that are an anti-classical and allusionistic pastiche, thus encouraging interactivity. This contrasts sharply with classic realist narratives which are less demanding and encourage passivity. The goal of visual artwork is to make the spectator no longer a consumer, but a producer of the work. Classic visual art is characterised by the pitiless divorce maintained by the institution between the producer of the art and the spectator, between its owner and its customer. The spectator is therefore plunged into a kind of idleness, an obvious contrast to the activity encouraged by hypernarratives. However, despite the spectator's seeming empowerment and control, the structure of movement in and around a hypertextual system suggests a similar kind of decentering analogous to that in other contemporary artforms. The hypernarrative has no centre, no vanishing point, no clearly defined primary axis, and no clear unitary authorial voice that, like in classic cinema, implies a clear subject to which the narrative speaks. Thus the empowerment, control, and the ability to make choices, which the reader seems to have been allocated, may in fact be specious. 'The complexity of the web and the possibility of having to make choices without sufficient information regarding where any choice may lead can result in a disorientation that precludes meaningful freedom' (Gaggi, 1997. p. 105). The user risks becoming lost in the hypertext as the digressions become more vigorous and the turns become more frequent. Digital Media and the Artist Poststructural theory valorises modern and postmodern narratives that are an anticlassical and allusionistic pastiche, it is therefore clear to see how cybernetic systems facilitate and embody the production and distribution of anti-classical and allusionistic narratives. The only difference between these postmodern narratives and cybernetic hypernarratives is that once a film is digitised and loaded into the computer memory, any frame can be accessed equally fast. Conventional film samples time, but still preserves its linear ordering (subsequent moments of time become subsequent frames), whereas digital media abandons this linear, 'human-centred', representation in order to place time fully under control. 'Time is mapped on to a two-dimensional space, where it can be managed, analysed and manipulated more easily' (ZKM, 1995. p. 154). Thus, allusion becomes an interactive experience for viewer and producer alike by virtue of hypernarrational links, contrary to the one way system of communication in classic cinema. The production techniques and technology now available provide a platform for this narrational logic of late capitalist cinema, which has the potential for the democratisation and liberation of cinema. The availability of good quality, small digital cameras at reasonable prices combined with cost-effective digital postproduction provides a very low entry cost for aspiring filmmakers. In other words the facility to create feature films is now readily available to many students and amateurs, as well as the major entertainment conglomerates wielding their hefty budgets. There is also a new paradigm for established directors as a result of the practical economics of making films in this way: they can now pursue creatively innovative projects that might not have attracted sufficient finance for production, if shot in the traditional manner. As a result, there is an emergence of many more independent films of a more diverse nature produced on the funds available. Of course, there will always be a demand for big budget films which attract mainstream audiences, and as a result, the short-term effect will be a flooding of the market place with a confusing array of low cost, innovative films from unknown film-makers and high cost 'Event' movies from conventional and institutionalised directors. The independent sector will face a significant challenge as a result of the situation described above. 'Independent distributors will find it increasingly difficult to discover the hidden gems among the larger number of independent films that will be on offer' (Marlow, 2000, p. 2). In a market dominated by multinational entertainment conglomerates, independent filmmakers will find it increasingly difficult to attract sufficient attention for their films. In response independent filmmakers must strive to reach the positive benefits more quickly by engaging with the issues and advancing the process more swiftly. They must investigate the practical aspects of the new production tools and modes of distribution, in order to take full advantage of the cost savings which they can provide. Cybernetic cinema seems to be the logical path for the independent film-maker to take, thereby providing fresh marketing initiatives and innovative new ways for their films to be viewed and distributed. With the advent of broadband internet access to the home market and digital projection in cinemas, film distribution, in the next ten years will undergo significant changes, and the independent sector in particular must now rise to the challenge of attracting and maintaining that audience as loyal customers. The big cinema chains, which are primarily products of 'Hollywood whoredom', have relied too heavily on an unsustainable diet of blockbuster 'Event' movies. In many key locations, they are witnessing disappointing growth and in some cases audiences are actually declining. 'Recent statistics published by Screen International show the average Hollywood movie remains $26 million dollars in deficit after its distribution to cinemas. The conclusion must be that the cinema industry must make the retail experience they offer more attractive and compelling to their customers offering more uniqueness and diversity' (Marlow, 2000. p. 3). The US film industry perceives e-cinema as a one-on-one replacement for the existing film production, distribution and exhibition operation. Its primary concern is to prevent the growth in pirated audio-visual material and thereby protecting the status of global hegemony. This however could be the downfall of the Hollywood blockbuster and its lucrative industry. European proponents, on the other hand, see e-cinema as a technology that could open alternative channels of distribution for new types of (primarily local) content, thereby tapping into larger audiences and fresh revenue streams. It is clear from this evidence that the potential of cybercinema is creating a rift between the US industry on the one hand and the industry in Europe and the rest of the world on the other.Therefore, if Hollywood maintains its current attitude towards cinematic distribution and copyright - not to mention the trash it produces - it faces a steady decline in audiences as they are tempted by the improved options available via digital technology in their own homes. The development of high quality digital projection, broadband services and hypernarratives will eventually transform the exhibition sector, providing greater flexibility and lower costs in the production and distribution of films. Obviously the distribution release patterns will change accordingly. 'If properly managed this could lead to the establishment of a new kind of Repertory Cinema, creating an environment for a more diverse and customer friendly experience. This will be particularly attractive to the important core of relatively cineliterate individuals who represent a crucial audience for independent cinema' (Marlow, 2000. p. 3). Such an environment would vastly increase the range of films available and therefore benefit the viewing public. The independent sector needs to embrace this technological breakthrough, which has made such an environment possible, and plan and invest in order to be ready for such a utopian scenario. It is not out of the question to imagine the quick establishment of a strong local audience base around these digital 'Repertory Cinemas', and the platform could be consolidated on a national and international level through hypernarratives. Once the loyalty of the important core audience has been established, a new and expanding audience could be attracted by virtue of the interactive experience encouraged within electronic networks and the enhanced experience of digital cinema. It is in the best interests of the independent filmmaker to embrace the technology at their disposal, and to be innovative and imaginative in order to escalate the move towards hypernarratives and digital projection - the future health of independent cinema may rely upon it. Bibliography BELL, David and KENNEDY, Barbara M. (eds.), The Cybercultures Reader, London and New York: Routledge 2000. GAGGI, Silvio, From Text to Hypertext, Decentering the Subject in fiction, film, the Visual Arts, and Electronic Media, Philadelphia: University of Pennsylvania Press, 1997. MARLOW, David, 'The Future of Independent Cinema in a Digital World', PACT's Digital Media Group, http://www.celluloidsilicon.com/marlow.htm, January 6, 2001. NICHOLS, Bill, 'The Work of Culture in the Age of Cybernetic Systems', Screen, Vol. 29, No.1, Winter 1988, pp. 22-46. UNKNOWN, 'Celluloid or Silicon', A report on e-cinema, 2000. http://www.celluloid-silicon.com, January 6, 2001. 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