When Marnie Was There

During this week I watched Studio Ghibli’s new film: “When Marnie Was There.” Overall I enjoyed the visuals and the sentimental story, but felt as if something was missing. Reflecting on Roberts McKee’s ‘The substance of story” I was able to conclude that I personally did not find the protagonist Anna empathic. She did not strike a chord within me as I found a lot of her problems petty and childish. As an audience I found Anna to act hypocritically, treating others without maturity and then expecting it in return. I also struggled to find her friend with Marnie believable as she earlier in the film showed no interest in making friends or interacting with others. Overall when I was feeling sad by the end of the movie, it was not sparked by anything the main protagonist did.
Furthermore the supernatural elements in “When Marnie Was There” acted as a source of confusion, rather than highlighting the protagonists skills and ability to cope in a new and frightening situation. These encounters with Marnie often left Anna in the middle of no where passed out and vulnerable.

Allow I enjoyed the movie, but it missed the mark when it came to forming a connection between the audience and the characters.

McKee, Robert. (1997). ‘The substance of story.’ In Story: Style, Structure, Substance, and the Principles of Screenwriting. New York, USA: HarperCollins, pp. 135-154.

Personas In Pop Music

In class the idea was brought up that although in Taylor Swift’s new music video “Bad Blood” she is shown wearing bondage-like gear, we can’t sexualise her.
This was juxtaposed with the study that Nicki Minaj has single handily corrupted todays youth with her songs about her Superb Ass  and pill popping. (see Super Bass)

For me this was a clear example of a pop-star’s persona in action, it’s easy to play the good girl next door when you look like Taylor Swift. You can’t really image a doe eyed blonde haired girl playing another role really. It’s in the same way we are able to jump to this conclusion that most people are readily able to look at a woman like Nicki Minaj and describe her as exotic, sexy, and animalistic. In a way pop-star’s only have so much control over how the public wants to view them.

Theres a lot of stigmas around how a black woman’s body is used in media.  It’s often sexualised and dehumanised in a way where it is described rather than beautiful it is always raw, animal, exotic. She is never a woman but a creature ready to be let out and tamed. More of this discussion can be found online, but here is a good start.

There things we can never associate with “wholesome” persona’s like that of Taylor Swifts. This is even played out in her video Shake it Off, where she is shown “twerking” We are presented with an image of Taylor giving a half hearted embarrassed shake, and even if it’s unknowingly it’s still making a clear dichotomy between her and stars that exist in the industry. Stars like Nicki Minaj.

In Nicki’s video Anaconda it’s easy to at first glance see it as a way to play up the persona given to her by the media. However on closer analysis it’s easy to see how Nicki plays with the idea of objectification and works to give herself agency. Lets break it down

The song Anaconda samples good old Sir Mix A Lots, “Baby’s Got Back” a song that’s cemented its self in our pop culture. However she subverts this idea as she “shifts the common narrative of a man conquering female bodies to Minaj’s own stories of sexcapades without apologies.” [1] This is further reinforced in the video by showing images of her covering herself in whipped cream only to have the following shot be one of her slicing a banana in half angrily or sitting Drake down on a chair and giving him the lap dance of his life that ends, once he puts his hands on her. Throughout the video we can see that Nicki is in control. Rather than letting you decide what persona you can ascribe to her, she is telling you that her body belongs to her and is not yours to consume. She doesn’t give a fuck what your anaconda wants.

Does My Voice Sound Like That?

On Tuesday our team was able to record the first draft for our media project on film festivals. On our first run through of the script I noticed a few problems that I’d like to be more aware of in the future.

For example I found myself often talking to fast and mispronouncing words, however I feel this could be fixed by making sure the next few weeks are really spent rehearsing my part and speaking slower.
To make sure rehearse is goes smoothly it’s necessary that  as a group we get our script finalised. Improv is always welcome but I think it’s important to really nail down those key points we need to hit. Hopefully this Thursday we’ll be able to receive feedback on the script so we can revise it, and tighten it up. Once all the key information is in I feel we will have more room to experiment with comedic timing and other media we might want to introduce. It’s still unsure whether or not we’ll film this script, but based on the feedback  I think this will be resolved before the second draft is due.

Overall I feel like we are on the right path and I am excited to continue work on this project.

Audience Participation In Storytelling

When discussing audience this week, I couldn’t help but think about media that actively asks for the audiences participation in order for the narrative to unfold. “Vote for what you want to happen next” experiments give the audience agency. They feel as if they are in control, even within the strict options set by the writer. One of the most memorable acts of audience participation for me would have to be Batman’s; A Death in the Family. Where readers were asked to call in to decide the fate of sidekick Robin.
What I’m reflecting on today is how we can use Audience Participation in Game Narratives. The idea of the audience being able to take control of the way a story unfolds without flipping back the page is something in interested in. Although games like ‘The Walking Dead’ are popular and use audience participation affectively, users still have the chance to replay the game whenever they want or watch other endings through youtube. I am looking into the idea of an absolute the ideas that audience participation actively shapes the rest of the liner story.

With todays use of kickstarting and crowd funding it’s not unrealistic to suggest that audience participation could be used with the main writers able to shape and form the main ideas. However is the idea of the choice being in our hands put us at direct fault when something eventually goes wrong? Is the wonder of what would have happened if I had voted the other way something to conflicting for fiction?

Overall I think this is where the problem lies, we don’t want to actively be responsible for drawing out the end of something we love but maybe there is something to audience being able to voice there ideas within the brainstorming stage because writers can see what’s at stake and whats interesting but it’s only something time will tell.
I’m also attaching a game I’ve played on  new-grounds game: ‘One Chance’ I think it employees an interesting mechanic when it comes to audience participation and story telling.

Play ‘One Chance’ here.