Remetheus

raccoon shopkeeper with a blue hat!

  • he/him

Pixel anthropomorphic raccoon head with a blue hat. Art by introdile

⇒ a story someone is telling

⇐ a beast of many nothings

⇒⇐


avatar by Mooster
header by PatchyPines
sidebar icon by Introdile
sidebar gif by Tornatics


[text ID: I sell trash and trash accessories end ID] Text is next to an amazing anthropomorphic raccoon trash merchant. He wears a blue hat and a blue hoodie. Art by Tornatics on Twitter.


nys
@nys

But if we expect every novel, play, film, etc. to be a PSA for Good Behavior, we lose access to the part of art that is most connected to our humanity. That is to say: the part where we witness our flaws, our savage desires, our troubling predilections, our shame and longing, selfishness and hope. The parts where we are creatures in flux, caught between contradictions. The parts where, presented with what makes us uncomfortable, we encounter ourselves and each other newly in the discomfort.


NoelBWrites
@NoelBWrites

Part of wanting every story to be morally instructive is a complete rejection of ambiguity. Not only in the sense of a clear distinction between "Good" and "Evil" but also in the sense that there is no room for interpretation on the events of the story or the feelings of the characters. Or anything else.

In this style of mainstream, institutionalized art that the article refers to, everything must be over-explained. Characters have internal monologues explaining their very linear reasoning for each decision (sometimes with "getting a good grade in therapy" wording, for extra points). In speculative fiction, magic has a "system" and the history of the made-up galaxy is two steps removed from being a wikipedia article.

Cultural institutions don't like ambiguity in the art they prop up because it leaves room for interpretation. It leaves room for a morally incorrect interpretation, which would taint their image forever.

The same people that insist this or that story is "problematic" because the characters didn't spell out the moral lesson are the ones that recoil at open endings. And when they encounter one, they will attempt to "solve" it, explain what "really" happened in that gap left by the author.

And yet.

When I think about the stories and the art that stays with me for longer... it's the ones with ambiguity. It's the stories where a smile could have been a show of teeth and the author won't tell me which one. It's when something unexplained happens and the characters are left wondering because I'm left wondering with them. It's the open endings that I keep going back to, not as an attempt to solve them, but because I keep finding new ways to look at them.

Perfectly straightforward art does not leave much room to put yourself, your perspective, your anxieties and your desires in the story, see how they mix. Ambiguous stories are the ones that have entire scholarly traditions arguing over centuries about what they mean, what they could mean, what new things can come out of them by looking from a different angle.

Ambiguity invites the audience to participate actively. It rewards you for revisiting art and see how it changes based on how you changed. It moves you to share with others, what do they see, how do they approach this?

That's how art becomes immortal. Because it keeps being revisited. But it's only worth revisiting if each visit shows you something new.


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in reply to @nys's post:

I think about this a lot when I listen to music. So many songs about unhealthy relationships or have violent lyrics that are still great to listen to. Half the point of art in general is to take all the weird stuff going on in your brain and do something interesting with it.

Good article.

in reply to @NoelBWrites's post:

Couldn't agree more.

In this style of mainstream, institutionalized art that the article refers to, everything must be over-explained. Characters have internal monologues explaining their very linear reasoning for each decision (sometimes with "getting a good grade in therapy" wording, for extra points). In speculative fiction, magic has a "system" and the history of the made-up galaxy is two steps removed from being a wikipedia article.

Much of my knowledge base about writing and storytelling revolves around exactly this kind of stuff and trying to slowly unlearn it (or, at minimum, put some nuance into it) has been a real process.

I feel you, I have a lot of gripes with the online writing community (I already posted a rant about it that started as a book review lol), and this is one of them.

I think it's because so much of online writing advice revolves around "rules" and "processes". It's easier to teach how to build a "magic system" than how to make magic feel magical, after all.

Combined with the fact that a lot of people that give writing advice aren't really experienced writers themselves, but they know the audience for writing advice is huge. They don't need to be experts they just need to know a bit more than their audience (or look like they do). So a lot of this kind of content is being paraphrased from other people saying the same thing. And through this game of telephone, each time the statement is repeated, it loses a bit of nuance, it becomes more of an unbreakable rule.

That's how you get "show don't tell" to go from meaning something like "in general, you don't want to explain most of what's going on in the story, you want to dramatize it" to "if you say a character was angry instead of spending ten sentences explaining the minutiae of their facial expression, your writing is bad".

I somehow ended up as an admin for the Writing Excuses Workshop Alumni discord several years ago so I am inundated by Those Kinds Of People; all worldbuilding has to be big and interconnected and the magic has to be diamond hard. S'put me off listening to the actual podcast for a solid half-decade at this point.

oof that absolutely tracks.

Look, I respect Brandon Sanderson. He has earned his success through hard work and determination and he's incredibly generous with his time and knowledge.

But I blame him for popularizing the term "magic system" and the irreparable damage it has caused to the writing advice ecosystem lol

absolutely - it's also intertwined with the, what I feel, quite painful perspective that you're supposed to root for a central character, that they're the protagonist, not just, the person we're exploring.

you are right!

I love a character to root for, but I also love a character to be morbidly fascinated by, a character to be horrified with, a character that compels me against my better judgement.

I don't need to root for a character, I just need to be interested in them