
THIS
CLASS, ENGL 373 (Science
Fiction and Fantasy) doubles for me as introduction to a number of theories.
The allegorical and speculative nature of science fiction makes the
genre a helpful tool in teaching students what are often quite difficult
concepts. The students tend also to get a kick out of seeing to what
extent the theories we analyze are actively having an effect on the
genre (for example, the way shows like Star Trek and X-Files actively
play with narrative and cinematic form in surprisingly self-conscious
and self-reflexive ways). The speculative nature of what is sometimes
called "speculative fiction" also gears students to think
about applications of these ideas to the world around them.
To get students familiar with the distinction
between story and
discourse (often a difficult concept for them to grasp) as well
as the distinction between the hermeneutic
and proairetic codes, I examine a number of sci-fi examples that
play with narrative form (and often with time and space). These exercises
also allow students to get comfortable using film terms in analyzing
works on screen. My first example tends usually to be the Star Trek:
TNG episode, "Cause and Effect." As the title suggests, the
entire show is an exploration of narrative form, of sequentiality, and
of the relation between time and space. Like the lesson
plan centered around Citizen Kane, this one is enjoyable
since it poses a question that students are able to answer right away
but which, when analyzed closely, actually has some rather important
implications about narrative form. These sorts of time-loop shows tend
also to be interesting as an introduction to Freud's concept of repetition
compulsion (see below for the discussion of this point).
In the exercise, I show the first minutes
of the show. What we see is an enterprise that appears to be partly
on fire and in dire straits. Even as we hear Jean-Luc Picard ordering
the crew to abandon ship, we see the Enterprise blow up, followed by
the opening credits. (To see the clip, click
here: 2.4 MB mpeg file, with a 35 sec. download time on DSL. Different
browsers will handle the file in different ways; if you are taken to
a different page, you can return to this page by hitting the back button
on your browser; if the play-back is jumpy, allow the entire file to
download to your browser window before playing the clip.) The question
to ask is: what is wrong with this narrative? Why can't we stop here?
What is interesting about this beginning? I then play excerpts from
each of the next four sequences, each of which (except for the last
one) more or less repeats the same sequence of events, ending with the
destruction of the enterprise before commercial. It is worth showing
at least some clips from each of the subsequent loops because each quasi-repetition
of the same events is actually presented with significant discursive
variations (the music gets more ominous, the angles become more severe,
the cuts more frenetic, etc.). The story
remains more or less the same, it's the discourse
that changes. The exercise thus helps students understand a distinction
that they often find difficult to grasp, and allows students to begin
using film terms in discussiing visual works.
The following discussion occured on the second
day of class. When possible, I have tried to mention the names of individual
students who spoke in class in order to give a sense of the atmosphere
in the class.
Synopsis
of Class Discussion on Jan. 14, 1999
(for the original class,
click here):
Today's class concerned itself with the issue of temporal sequentiality
and, thus, with the concerns and parameters of narrative form. Science
fiction often tests the limits of time and space (the elements of a
diegetic universe)
and, so, often raises questions about narrative. The Star Trek: TNG
episode, "Cause and Effect," is a perfect example of how science fiction
can help us better to understand how we order our lives on a day-to-day
basis through narrative. I began by showing the opening scene of the
episode and then asked students what is wrong or interesting about this
beginning. Here is what they said:
The problem here, as Joe Garcia exclaimed, is that "it blew up!"
The problem, in other words, is that we have an effect without a cause
or, in yet other words (specifically those of Melissa Reimer), not enough
is explained. We want to know WHY the enterprise is blowing up. What
caused this disaster? Viewers and readers of narrative want explanations
for the events presented to them. In short, we invoke what Roland Barthes
terms "the
hermeneutic code." We want the mystery solved. We also want to know
what's going to happen next. Given the expectations of this t.v. series,
in which only secondary characters (in non-command uniforms) ever die,
we assume that the core crew must have survived and will be continuing
the narrative after the commercial. In other words, we also invoke the
other driving force of narrative that Roland Barthes has defined for
us as the proairetic
code. We might also expect a flashback at this point (termed an
analepsis
in narratology) since we have found ourselves in
medias res or in the middle of things, as Sarah Robinson explained.
I then showed the next sequence, in which we are presented with a mundane
day aboard the enterprise: some of the crew are playing cards, Geordi
gets a headache, Dr. Crusher cuts some blooms before going to bed, the
crew has a meeting about a boring scientific exploration, then the enterprise
blows up again, followed by a commercial. Again, the question: what's
wrong with this narrative? Of course, the problems are the same as before:
there does not appear to be a clear cause-and-effect relationship between
the mundane events we see and the explosion. None of the questions are
answered. Instead, we are faced with more questions: what's causing
Geordi's headache? What are those voices that Dr. Crusher seems to hear
when she's trying to fall asleep? That is, the
hermeneutic code is further invoked.
Eventually we learn that the Enterprise is, in fact, caught in a temporal
loop, endlessly repeating the same sequence of apparently meaningless
events, each time forgetting the events of the previous loop, although
not entirely (a sense of déjà vu remains). Eventually,
the crew gets such a sense of déjà vu that the gamblers
in the opening scene are actually able to guess exactly which cards
will be dealt out by Data, even though, in the first time loop we saw,
he assured his friends that the cards were "sufficiently randomized"
(following a friendly jibe from one of the players who accuses Data
of "stacking the deck"). Eventually, the crew also figures out the meaning
of the voices Dr. Crusher heard in her quarters. They are a slice out
of time, with thousands of voices speaking about heterogenous things
from throughout the Enterprise (ship operations, complaints, arguments,
love-making, etc.). Out of these, Data is able to edit out three significant
moments that re-construct the narrative of the Enterprise's destruction.
To escape the loop, they attempt to send a message to Data from this
loop into the next, a message that is likely to be interpreted by Data
as perhaps little more than a subconscious irritation. In that next
loop, after we witness yet another destruction of the Enterprise, everything
seems to change. Although the gamblers once again think they can predict
the cards that are to fall, Data instead deals out four "3s" in succession
followed by four "three of a kinds." In fact, the number three continues
to pop up throughout this loop until Data manages to save the Enterprise
in the final scene when he realizes that the number 3 points to the
proper course of action to escape destruction.
Throughout these loops, the class went to work interpreting the narrative.
Before we got to those, I offered up an interpretation of my own, one
which introduces a Freudian concept that will be of importance later
in the course: what we seem to be seeing here is an enactment of Freud's
theories about repetition
compulsion. As Freud explains, traumatic events are usually followed
not by an effort to forget the horror-filled events (as would seem to
make sense) but, paradoxically, with the need to repeat them over and
over until, as he says, our conscious minds are able to make sense of
them, to "bind" them. (Think, for example, about war veterans returning
home to nightmares in which they constantly relive the worst events
of the war, or how, when you see a horror-filled film that disturbs
you, you do not try to forget it but seek to relate the film to anyone
you can get to listen.) Narrative is one of our primary tools for making
sense of traumatic events. Indeed, as the Star Trek episode suggests
and as many narratologists have argued, narratives are not really mimetic,
(that is, "realistic") for this very reason. They do not present life
as it actually happens in the real world, for life in the real world
is often chaotic and meaningless, something like the slice of the real
that Dr. Crusher hears in her room and that Data manages to record in
the episode. Life works by chance, hence the reason for starting the
show with a card game, as Craig Stalbaum pointed out. On the other hand,
as Melissa Reimer and Jill Parks suggested, narrative tends, indeed,
to stack the deck, unlike the "sufficiently randomized" events of quotidian
life; in short, life is a gamble, narrative is not. The Enterprise,
faced with a traumatic, meaningless destruction could be said to enact
Freud's repetition
compulsion, repeating the same events until enough meaning is imposed,
represented by all the 3s that, as it turns out, Data has unconsciously
made to appear throughout the ship in the final loop. Data's extraction
of three significant sentences out of the "slice of the real" that the
crew managed to record is itself a sort of narrative act. Narrative
selects that which is significant in a diegetic
world and presents these events to us in an ordered way. One narratologist
who has illustrated the psychoanalytical dynamic of narrative form is
Peter Brooks, in his influential work, Reading for the Plot.
Narrative does not, however, present us with events in a simple, chronological
way, which is the narratological definition of story.
Narratives tend discursively
to re-order the chronological events of a story
for various reasons (sometimes through analepses
and prolepses). A detective story is a good example since the novel
usually begins at the end of the "story"; the rest of the novel invokes
the hermeneutic
code in the effort to reconstruct the story of the murder. The story,
in order words, is discursively re-organized and the full story can
only be reconstructed at the very end of the narrative. The other aspect
of discourse
includes all the other ways that a text or a film presents a story to
you: camera angles, camera movement, close-ups, music, etc.. We analyzed
a number of different ways that the TNG episode used these discursive
tricks to affect our interpretation of the story.
I also suggested that the show functions as a sort of deconstruction
of narrative form and of the very medium of film. The show for example
breaks down the latter to its consituent parts: sound (Data's recorded
"slice of the real") and sight (Geordi's visor). The time
loops function the same way: after all, is it not true that the show
does repeat over and over, since we can always rewind the tape
and watch it again. At times in the episode, it almost seems as if the
characters begin to become conscious of their fictional nature. The
scene in which Picard thinks he has already read a book he is reading
is a good example: might there not also be a certain nudge from the
writer of the episode about Picard's own fictional status. Such a move
is a prototypical postmodern one. Think, for example, of Scream
in which the characters seem to become concious of themselves as fictional
characters stuck within the rules of a specific fictional genre, the
horror film. The final episode of Seinfeld has a similar effect:
to force the characters of the show to be put under trial is the same
as forcing the purview of one generic formcomedyto be valued
by another genre, the judicial drama; the Seinfeld characters
seem so befuddled in the episode because within the rules of comedy
none of the otherwise objectionable actions they committed would be
considered bad. The point of comedy is that actions do not have tragic
consequences; Wile E. Coyote always gets up after falling off cliffs,
for example.
Indeed,
as different students pointed out, the show seems self-conscious about
other aspects within the episode. Craig Stalbaum argued that Crusher's
breaking of her glass may well be symbolic of the destruction of the
enterprise that is about to occur. Crusher's cutting of orchid blooms
may well be a nod to the prototypical metaphor for life's degenerescence:
"ah, he was cut down in the bloom of life!" Think also of the phrase
"nipped in the bud." Indeed, Vanessa Leamer pointed out how
Dr. Crusher's expression of abject fear as she's about to cut the blooms
in the final loop suggests just how much meaning this apparently innocuous
event begins to take on. It's as if she fears cutting off her own life.
Scott Seaman took this even further suggesting that the shears may be
evocative of Atropos, one of the three Fates of classical mythology,
which suggests just how much the TNG episode is concerned with issues
of narrativized fate vs. chance. (See the image to the right; the Fate
with the shears is Atropos.)