Showing posts with label verisimilitude. Show all posts
Showing posts with label verisimilitude. Show all posts

Tuesday, February 06, 2024

Ron Cobb: Implied Storytelling in Concept Art

Ron Cobb is a name to conjure with in the art world, and his work as the  concept artist for the ‘82 Conan the Barbarian movie is well known to me.  At least, I thought it was! 


I came across the official Ron Cobb website and was blown away by the work he did on this movie.  There’s this chonkiness full of soft curves, hints of brutalism in the bones of it all, but softened by earthy silhouettes.  An almost welcoming chthonian quality.  


But what’s even cooler, to my mind, is the implications of a lost age, a more advanced before-time that’s best seen in the castle of King Osric.




I love the mix of heavy timber and almost delicate stone.  It gives the piece a lot of visual interest, but more than that, there’s this implication that the folks who built the timber part couldn’t do the stone part.  And that’s emphasized by this illustration of Zamora’s Gate, not used in the movie.




Or maybe this is just the implication that Osric is an usurper, that he conquered Zamora and hasn’t done a great job of putting it back together again?  Or both?  In any case, lovely work, and effective storytelling that makes the world of the movie feel grounded in a past through implication rather than exposition.  





Tuesday, February 06, 2018

The Joy of the Impossible

Over at The Disoriented Ranger, Jens is talking about maps. I don’t want to get too deep into those articles yet because there’s a Part 3 coming and I want to be sure I understand what’s being said before I weigh in.

But there was a link to this terrible article at Tor about how Tolkien’s maps of Middle Earth are “wrong.”

Tectonic plates don’t tend to collide at neat right angles, let alone in some configuration as to create a nearly perfect box of mountains in the middle of a continent. I’ve heard the reasoning before that suggests Sauron has made those mountains somehow, and I suppose right angles are a metaphor for the evil march of progress, but I don’t recall that being in the books I read. And ultimately, this feels a lot like defending the cake in the song MacArthur Park as a metaphor—okay fine, maybe it’s a metaphor…but it’s a silly metaphor that makes my geologist heart cry tears of hematite.

I imagine most geologists who read Tolkien can get over themselves enough to understand that the geography of Middle Earth has jack-all to do with geology. Or did they have fits when Sauroman stoked a mountain to anger? Or when a river was coerced into swelling its banks? Or the fact that rivers have daughters who sing and dance and marry men in yellow boots?

Even if you stick your fingers in your ears and go “LA-LA-LA!!!” whenever the War of Wrath is mentioned (like Alex Acks apparently does), there’s more than enough going on in just Fellowship to let you know that Middle Earth (like Narnia) is an animist world where geographical features are not just anthropomorphized but have actual spirits, personalities, and can take action in the world around them. Even individual trees can turn evil and carnivorous and devour unwary passers-by!

Your first reaction to the right-angle mountains of Middle Earth should not be, “THAT’S WRONG!1!!ELEVEN!!” It should be, “Whoa, we’re not in Kansas anymore. The rules that govern geology like plate tectonics and all that don’t apply here. I wonder what does?” Otherwise, you probably shouldn’t even start reading The Hobbit because you’ll never get past the part with the giant fire-breathing reptile that flies.

Reading fantasy (and most sci-fi that’s not diamond-hard like The Martian) is playing a game with the author. “This place I describe is just like the real world,” the author says, “except…” Everything that comes after the “except” is where the magic happens, the reason we read sci-fi and fantasy rather than mysteries or historical fiction. That’s where the game starts, where the author reveals the rules of the fantastical world to us and then use those rules as a lattice upon which to weave their story in entertaining and surprising ways. The only way to get things “wrong” is to contradict yourself; if you’ve already established that an angry mountain can be lulled back to sleep with lullabies, you need a good reason why this particular angry mountain isn’t lulled back to sleep with lullabies (like Sauroman keeps goading it to anger).

This is why things like magic need rules. We need to understand when the heroes can rely on magic and when they can’t. While you don’t need to explain every crossed-t and dotted-i, you do need to be consistent; if magic could put out a fire at the beginning of your story, you need to explain why it can’t at the end of the story (and a good author will give you that explanation far in advance of introducing the fire that magic can’t put out). And the underlying rules don’t really need to be delved too deeply into. The fairy-tale logic that says vampires are destroyed by sunlight doesn’t really need detailed explanation. But a vampire walking about in broad daylight does.

So when an author (or a DM) gives you something that’s impossible, that’s a sign that Something is Up and Needs Investigating. If you’re the DM in this case, feel free to point out, “Hey, this thing I just described, you’ve never seen anything like it before. In fact, it’s impossible because blah-blah-blah. It shouldn’t be there, but there it is!” so the players can be intrigued by it.

Friday, March 23, 2012

Verisimilitude: It Doesn’t Work That Way

I’m willing to go along with some of what Rick Moran says about the trouble with selling a Barsoom movie to an audience, but not this:

Besides, everyone today knows that there is no life on Mars, could never be life on Mars, thus destroying the premise of the movie from the outset. And since most of the potential movie-going audience had no preconceived notions of the source material, and had no treasured memories of being swept up by the narrative, most of the audience ended up at sea — caught between wanting to suspend belief and their own realistic assumptions about Mars. In the end, how could you ignore what your own eyes have shown you about the Red Planet? We’ve had rovers exploring the surface of Mars for more than a decade.

Uh-huh. And James Bond movies flop because submersible undersea bases make no sense. Star Wars was a flop because we know explosions make no sound in space, and spaceships don’t swoop around like aircraft. How many times have we seen the facade at Petra used in a movie? And how many people have walked out of a theater because they knew that was tourist attraction in Jordan, and not where the movie-makers were trying to say it was, or what it was? I’ll bet you could count ‘em all on one hand.

But that’s the way verisimilitude works. It says, “Ok, we’re going to do this one crazy thing that we both know ain’t real. Just go with it, and we’ll have fun.” Really good fantasy and sci-fi then goes with that one change and follows through on the rational consequences: Han Solo can tell the difference in the sound of lazer blasts from asteroid collisions, James Bond needs a car that can transform into a submarine, and John Carter enjoys incredible strength and the ability to leap over tall tharks in a single bound while on Mars.

People watching Heroes had no trouble with accepting the idea of ordinary people being imbued with super powers. Those who enjoyed Lost didn’t nit-pick over all the insane crazy things that happened on the island, even when no explanation was quickly offered. Heck, that was almost certainly one of the big draws for the viewership (ditto X-Files). Modern audiences are well acquainted with the bargain of verisimilitude. You can tell when it’s being used poorly (Avatar - link NSFW) and even then lots of folks will give it a pass.

Photo by Arian Zweger.