March 30, 2012

The gay breathy voice

As girls have become more socially avoidant and bored by others, their voices have become creakier. A creaky voice, where lots of tension nearly blocks the flow of air, is the opposite of a breathy voice, where laxity allows an above-normal amount of air through. (A breathy and whispery voice are the same in that respect.) People use a creaky register when they want to distance themselves from their conversation partner, and a breathy or whispery voice when they want to draw them near.

The group where a breathy voice is pathologically common is queers, who cannot speak except in a super-breathy voice. It's one of their defining features, much more diagnostic than the sissy "s". This fits with their compulsion to constantly seek out more cocks to suck. To project that they're open to opening up to anyone, they broadcast their breathy voice to all within earshot. "Hey boysss, I'm over heeeere, come talk to me alreadyyyy..."

Just as the too-common creaky voice of girls shows how indiscriminately avoidant they are toward others, the too-common breathy voice of faggots shows how indiscriminately eager they are to bare it all to anyone at all. Normal people strike a balance between these opposite vocal registers, discriminating between situations where you want a person to get closer or farther away. But faggots don't care who showers them with attention, as long as someone does, so they constantly speak in a breathy voice to invite others -- any others -- over to get close.

The two principles that explain most of gay deviance is their Peter Pan-ism and their brains being like those of an addict. They pitifully seek out anyone who'll feed their drama queen craving for an attention fix, just as a junkie would do anything degrading for anyone as long as they gave them some drug money in return. Always using the breathy voice is then an aspect of their addictive tendencies, perhaps more usefully called "co-dependent" in this context. I don't see a Peter Pan angle here.

It also goes to show how phony the so-called friendships are between fag hags and their gay bffs. Listen to them speak and see if the girl reciprocates the gay's breathy voice with a breathy or whispery voice of her own, like two people sharing secrets while close together. I have to suffer hearing these conversations in (where else) Starbucks all the time, and you rarely hear the girl using a breathy voice -- just her usual creaky-croaky voice.

Fag hags don't see their gay friends as real people, but more like robots or simulated humans that they can't truly empathize with, something that gives the illusion of emotional connection without actually having to make themselves vulnerable (a signal of trust). That's obvious for sexuality -- their gay friend can never fall for them, ask them out, or make an awkward pass at them. But since they rarely use a breathy register with their gay friends, I don't think fag hags open up that much even to them. This way they can continue their socially avoidant cocooning while rationalizing it as social bonding: "Well in general people suck, but I'm incredibly close to all my gay friends."

I also notice very little touchy-feeliness between fag hags and their gay bffs, whereas normal friendships between males and females involve somewhat regular physical closeness. I don't think I've ever seen a fag hag sprint and leap into the arms of her gay friend, hold his hand, sit on his knee, or plop next to him and drape her legs over his. That may not happen every time a normal guy and girl friend meet up, but it's noticeable vs. absent over the long run.

And it's not just because normal guys and girls are channeling their sexual tension (which does not exist between a queer and a girl) into more approved behavior, though there is an element of that. This is the same kind of stuff a pre-pubescent girl would do with her father, as a form of daddy-daughter bonding. Fag hags don't see their gay friends in either way -- as a potential romantic partner or as someone who they trust and expect support from, at the level of close kin.

March 27, 2012

Millennials getting nostalgic for not having a life as kids

On Facebook a friend born in 1989 posted a link to 10 things '90s kids will have to explain to their children. In the comments there, someone posted a link to an even more extensive list of things '90s kids realize, a nostalgia site. Last, among the highest-rated articles at Retro Junk, another nostalgia site, is a three-parter about growing up in the '90s. The writer was born in 1987 and wrote them when he was 22 to 23 (here, here, and here). I poked around more of the site's high-rated articles about being a '90s kid, and his take seems pretty representative.

What jumps out is how they must have never gone outside as children, or even done anything physical while inside, let alone interact with other people. Just about everything in these lists is TV shows, video games, and movies (I hope they at least left the house to see them in theaters). That degree of solipsism is a huge change compared to children of the 1980s. *

Consider the list of about 140 items from the Things '90s Kids Realize site. (Note: as of fall 2011 when I tallied them up.) I count roughly 14 things that are not TV, movies, and video games.

Like any generation they have good memories of snack foods: fruit snacks (like Gushers), Dunkaroos, pizza Lunchables, fruit stripe gum, juice boxes, and breakfast cereal.

There's only 2 real references to toys or fads: pogs and gel pens. (I group Tamagotchis under video games.) In the first link's comments, several people mentioned those dorky trading card games like Magic. I assumed that toys would have made up a huge part of a guy's boyhood memories -- action figures, building / engineering toys, weapons, or whatever else. Millennials were too busy leveling up their Pokemon to be shooting cap guns or making their own world out of Legos.

Just one reference to clothes (although it is written by a guy): L.A. Gear shoes. Those are actually from the later '80s, but maybe they changed the look in the '90s. Obviously girls from the '80s would list a lot of clothing-related memories, but I think even guys would include Reebok Pumps or Nike Air shoes, Hypercolor, slap bracelets, neon Swatch watches, etc., in their list.

Only two items about music. One is the "Jump On It" dance from an episode of Fresh Prince, as well as the "I'm Too Sexy" song. That first link mentioned the Spice Girls, Backstreet Boys, and 'NSYNC. However, none of these writers express how in love they were with the music -- they just report that so-and-so was trendy, and that some of the guys were cute. I never got attached to '90s music either, but you'd think they would have at least gotten into some kind of music. They just don't dig it at all, whereas music is one of the first things people mention when you ask them what about the '80s they're aching to return home to.

There's one mention of slang -- "da bomb", although they didn't invent that. It was either Gen X-ers or the early '80s cohort; Millennials are not creative enough to come up with even a lame slang phrase like "that's da bomb." In fairness, it's usually teenagers who make up new slang, not children. And yet Millennials didn't do anything there once they became teenagers, in contrast to the Valley girls and surfer dudes, who were cooking up hot new buzz words every week.

And scarcely two references to books: the Goosebumps series, and ordering from the Scholastic Book Club. I was surprised not to see Harry Potter books show up, but as I recall that was when little kids' books started to be aimed more at high school and college students instead of little kids themselves. The explosion in good children's books from the '60s through the '80s would surely show up on a nostalgia site for having grown up then. Dr. Seuss, Scary Stories to Tell in the Dark, Bridge to Terabithia, just to name a few. Certainly authors have continued writing kids' books, but they're either not as good or the would-be audience isn't as excited to explore new worlds as they used to be, since books have left little impression on '90s kids.

The exceptions above are as fun as their childhood ever got, while about 90% of it was boring TV shows, video games, and movies. Part of this is not their fault, but due to the overall plummeting of creativity and innovation over the past 20 years. And another part is not their fault either, but due to their helicopter parents banning anything from the home that would develop their character, bones, or muscles, allowing only things that inculcate passivity (like video games) or that superficially exercise the brain (like flashcards and shallow types of non-fiction -- maybe Wikipedia by now).

Still, even if we had been subjected to loony parents, we would have disobeyed them. Millennials bear the blame for welcoming their own imprisonment. And even if the culture-makers had not given us exciting new things to play with, we would have made it ourselves, like when we invented games like ball tag and Butt's Up, when some other generation invented the cushion-and-blanket fort, or when we pretended that tree branches were guns and swords. Not to mention when kids made up their own songs ("99 Bottles of Beer on the Wall"), urban legends, and other folklore. So Millennials also bear the blame for not inventing a culture of their own.

If it was this bad in the '90s, it could only have gotten worse in the 2000s. When I see him, I try to help my nephew enjoy real childhood experiences, like trekking through the woods and bashing open rotten logs to look at the squirming bugs inside. (He got a real wide-eyed kick out of that -- "An' granma! An', an', an' we saw BUGS!!!") But I only get to see him a handful of times a year. Shoot, even if he were my own son you can only work so hard against the broader societal forces pushing in the sissy shut-in direction. But you still have to do it.

* During our nostalgia trips, my generation would bring up things like the roller rink, mini-golf, hiking home from school through the woods, play-fighting in the woods, cruising around the mall, camping in the back yard, riding our bikes everywhere, etc. Even activities that are now solitary used to be social, like going to the arcade or a friend's house to play video games, rather than play them only while being holed up alone indoors.

March 26, 2012

What happened to parents recording their kids talking?

An earlier post looked at the apparent decline in making home movies over the past 15-20 years, even though it's cheaper than ever to make them. But socially avoidant people, in this case parents, don't enjoy stuff like that, since it would attach them emotionally to their kids. And it would create lasting memories, which avoidant people do not want, as that is just another form of connecting them with others, albeit across time.

People should not mistake the trend toward helicopter parenting as a trend toward greater affection between parents and children. They hover over and elaborately plan everything out about their kids because they view them as blank slate robots -- if they don't program them perfectly, they'll blow up. This approach to child-rearing is emotionally distancing.

Back when parents had real affection for their kids, and let us have our own lives (even as toddlers), they not only made home movies of us, but also recorded conversations on a tape player. A good portion of it was the mother, aunt, or grandmother speaking to whoever would receive the tape -- typically another female "alloparent," but my mother also made tapes for my dad when he was away at sea. Most of the talking was just basic reporting of what's been going on around the home in the past couple weeks, sometimes recorded in several sessions to fill up the entire tape. It wasn't too different from writing a letter.

Aside from the caretaker's reporting, though, one or more of the kids would be recorded as well. The mother might ask the kid over to sing their ABC's, recite some Mother Goose nursery rhymes, or talk back and forth about what they've been up to at preschool, what they did at the park, had for lunch, etc. Tape recording was superior to letters here since infants and toddlers, even elementary school kids, can't express themselves well or at all in writing. Not to mention that a lot of what we ended up doing was just goofing off vocally, which carefree parents back then found endearing, but which today's parents would probably see as an embarrassing malfunction.

Like the home movie case, this hunch is more from personal and observational experience. I don't know anyone who makes audio recordings of their kids at any length, either to preserve for later or to send around right now. Whereas in the good old days, my mother, aunt, and grandmother must have made dozens of tapes when we were growing up (not too far past 6 or 7 years old, though). I found a box of them over Christmas vacation and we huddled around to listen to them for sometimes more than an hour at a time. What they lacked in visual appeal, they made up for with a greater conversational flow with the parent (in a home movie, the parent is usually too focused on operating the camera).

My nephew is now 4 years old, and I have as many audio recordings of him as I do home movies -- zero. There are handfuls of 30-second or less video clips taken from a phone, but nothing like a home movie or a tape recording. As far as I know, people don't record or save their Skype calls with their relatives either. So as with movies, there's just little interest in preserving memories or even forming a closer attachment here and now.

This shows how little it means to praise your kids as a way to make them feel loved and lovable. That has been the approach of helicopter parents raising Millennial kids. The kids aren't fooled and, consciously or not, come to understand that their parents aren't very emotionally invested in them as real, unique human beings, and view them instead as robots to be rewarded for carrying out their programs properly. Even then, don't the kids wise up to the reality that "Good job!" and "You did it!" are not so much heartfelt praises directed toward the child, but shouts of relief to themselves for programming the kid without a malfunction?

Making a home movie or audio tape shows the kid that you think he's interesting and important enough to be the focus of a recording. "Yeah but that'll just turn them into attention-seeking drama queens!" Reality check -- that's Millennials, not us. Our home movies and tapes don't feature our parents incessantly "praising" us (i.e. congratulating themselves on their own parenting skills), but more like ethnographically observing us in our natural habitat, interviewing us as informants, and so on. It was more respectful and affectionate.

The truly bizarre thing is that Millennials never rebelled or got angry at being told as toddlers that they weren't worth loving, only worth programming. Instead of acting out, they withdrew into themselves and stayed that way as they got the same message from the rest of the grown-up world, not only their parents. And bumping into each other, only to find withdrawn peers, meant that they would rarely break out of that mode. They don't even feel very cared for by others in their own cohort.

On an cerebral level, they may know they're separate from previous generations and share that abstract sense of togetherness-in-contrast. But they don't feel the tangible, palpable groupiness that the Boomers and Gen X-ers did (and still do), that comes from acting together toward shared goals, no matter how grand or trivial any particular episode may be.

March 22, 2012

Why don't people feel fellowship from shared snarkiness?

Empathy among group members can foster a heightened sense of community, seemingly regardless of what particular emotion they are experiencing -- joy, relief, gratitude, (righteous) anger, fear, etc.

So, with snark, derision, and insincerity having become so widespread over the past 20 years, what has kept people from using these states of mind as the basis for empathy, leading to a tighter group feeling? One remarkable thing to observe about the people who are steeped in that culture is how shallow they prefer their social connections to be.

It doesn't look like there's some basic defect in their ability to take another person's perspective -- they understand why their group-mate sneers at the butt of the joke -- or their capacity to resonate emotionally -- they are both feeling the same scorn, issuing the same through-the-nose laugh, and so on.

Instead it seems like the intensity of the shared experience is just too minimal to serve as a reminder of how psychologically close the group members can get. The culture of snark is characterized by glib dismissal, the near total absence of emotional strength in any direction. It's the opposite of group members pumping each other up through shared intense emotions of any sort. With snark, you don't feel that others have charged you up with electricity, nor that you have charged them up in your turn. The strength is far below the threshold, so you don't feel truly connected to the others in the group.

There's nothing wrong with giving the out-group a good blasting every once in awhile to bond the in-group more strongly through shared mockery. But when that becomes the predominant or only shared experience, empathy and communion are effectively no longer possible. It seems just as unstable as the other extreme, where only compassion and charity unite a group, never sharing the occasional good laugh from ridiculing the out-group. Obviously, though, the derision-only group will become more spiritually corroded than the compassion-only group.

This isn't the familiar warning not to unify only around what you do not stand for. If that can provoke intense enough anger, anxiety, fear, as well as joy, gratitude, and so on, then that'll do fine for social bonding. Rather, the warning is to not get sucked into the trend toward autistic, flat-affect dismissal. Look at how wispy thin the bonds were among the professional ridiculers during the Age of Reason, before the Romantic-Gothic era restored a measure of solidarity both with your fellows today and your ancestors back into time.

Snark, lampooning, skewering, roasting -- all of that was openly allowed in comedy clubs in Communist countries, just as we take pot shots at our politicians in ours. The authorities must have sensed that no group could unify itself and present any threat to the established order if it was only held together by a culture of dismissive ridicule. The same goes for us -- we only frighten the elites when we're capable of collective joy and anger, not when we're snickering along with some superficial clown like Jon Stewart.

That also explains the link between cocooning and snarkiness: when people don't want to invest much emotionally in others, they can't allow themselves to get too worked up, so they only let shallow emotions like snarkiness to be shared.

These ideas stem from reading last week Philip K. Dick's novel Do Androids Dream of Electric Sheep? It features a Jon Stewart-like talk show host, Buster Friendly, who's always glibly dismissing the religion of Mercerism, whose adherents experience communion through sharing in the pain of a Christ-like figure. They do so with the aid of empathy boxes that put each one of them psychologically in Mercer's place, and at the same time.

Ultimately Mercerism will outlast the steady barrage of jibes and skeptical exposes from Buster Friendly and his followers. It's a very keen observation that a would-be religion based only on shared snarkiness could never unite the followers against one based on shared pain (let alone the more realistic mix of shared pain and shared joy). Sharing the perspectives and feelings of other group members doesn't matter if the emotional level is so flat that you don't feel a common current running through you.

March 21, 2012

Heaven 17

Browsed around some Human League songs to see if there was an entire album I'd enjoy, and it didn't look like it. Their first two are a bit too experimental just to be experimental, not much that grabs you. Dare, with the mega-hit "Don't You Want Me?", had better songwriting but still wasn't that catchy. And Phil Oakey's voice on that album is too far in the angry-sobby direction. The groovier Hysteria sounded pretty good, just not great enough to make me go out and get it now.

Then I followed a link from Wikipedia or Amazon to Heaven 17, a group featuring two of the original members with a new singer that formed when the Human League split after their second album. I don't remember hearing them in the '80s, or at '80s night (ever), or the '80s radio station, or anywhere else. Seems like they were big in Europe but not here. Our loss.

I went right out and picked up The Luxury Gap from the nearby used record store and have been listening to it for the last five days straight, and probably will be for the next week. The melodies are all catchy, the song structure isn't very repetitive (just about all have "thru-composed melodic style" in their Pandora entries), memorable motifs abound, the synths have a really warm timbre, the disco grooves make it impossible for you not to respond physically to it, and Glenn Gregory's voice is expressive without going to the emo extremes that Phil Oakey's does.

The only thing that wakes me up from the dream while listening is the occasionally very self-conscious and forced lyrics. When singers get to those kinds of lyrics, they should just muddle their enunciation -- that way a really stilted line won't jar the listener awake. A garbled line just goes in one ear and out the other.

Two videos and two links to videos (to save space). First, the somber yet upbeat "Let Me Go", and the somewhat wistful "Come Live With Me":





Then there's the more driving "Temptation" (whose video was part of the Neo-Expressionist zeitgeist then), and the political dance song "Crushed by the Wheels of Industry".

Shouldn't be hard to find fairly cheap, so if you're looking for a fun synthpop / New Wave album that you probably didn't even know existed, this one will be an enjoyable surprise.

March 19, 2012

Vegans love fauna but hate animals

Best I could do to adapt the phrase "love humanity but hate people."

Blathering endlessly about abstract rights is the opposite of acting regularly to provide care, aid, and support to tangible individuals. Both claim to be helping others, have a pro-social orientation, etc., but one is fake and the other real. I'm not trying to shame people into giving up everything and becoming Mother Teresa, but we should not rationalize our lack of commitment to others by defensively saying, "Yeah but we support their rights."

As a side note, look at how fake the homophile movement is -- they support abstract rights for gays, but won't take the time or effort to urge them back into the closet where they'll be safer to themselves and others. Or even get them to dial down the number of cocks they suck in a week, amount of drugs they blow through in a weekend, etc. Totally fake. All that hot air is just to win a status contest within their faggot-friendly social circle.

Returning to the animal rights people, they come in a variety of flavors, but the most visible and audible are the vegans. They are nerdier and more anti-social than non-vegans, suggesting another case of people who want to distance themselves from some sympathy group, while rationalizing it with intellectual posturing, and claiming a moral high-ground because they support some set of abstract rights.

Are vegans more likely to care for animals? Then they should be over-represented among veterinarians. Bla bla bla about how they might have to administer a sick animal a drug that has been tested on other animals. Just a bunch of intellectual rationalizing -- the sick animal needs medicine to get better.

I couldn't find any formal studies, but at least three informal sources that say, if anything, vegans or vegetarians are less likely to be animal doctors, and that they're happy ordering a steak so rare it moo's. Here is a Yahoo question to this effect, and all respondents who know veterinarians say zippo are vegetarians, except for one who says that 2 of 10 vets she knows are. Here is an interview with a vegan veterinarian, where both the interviewer and the vet agree that vegans are very rare among vets. That is rationalized away by a strained analogy to doctors who smoke -- but they know it's bad and smoke anyway, whereas the vets aren't plagued by guilt about eating meat in the first place. Finally, here is a list from some big vegan website about 10 professions that need more vegans, which lists veterinarian, agreeing with the other sites that it's damn rare to find them.

What about caring for animals as pets? Again no formal studies showed up. (The General Social Survey did have a question about not eating meat, but no questions about owning pets.) The forums I browsed didn't give a clear picture, but it did sound like there's at least a sizable minority who are against owning pets. This doesn't make them look as bad as their near absence among animal doctors, but it still shows how farther in the callous direction they are compared to normal people.

Here for instance is a FAQ on veganism from Animal Equality, which includes this passage under "Domesticated animals" (I realize not all vegans are this doctrinaire):

Vegans do not believe in the breeding of domesticated animals such as horses, dogs, cats, hamsters, rabbits, birds or fishes. Domestication is not in the animals' best interests, as they are dependent on humans for everything that is important to them in their lives. Humans decide what and when they will eat, where they will live, whether they receive affection or exercise, if they are allowed to socialise with members of their own species, and as property, they can be bought, sold, given away or abandoned. 'Pets' may bring us pleasure, but the animals themselves belong in their world, not ours, with the freedom to live as they choose. Vegans do rescue and adopt abandoned animals however, seeing them as refugees deserving of care while they are in this world, but they do not perpetuate the institution of 'pet' ownership.

I doubt that vegans rescue abandoned animals at greater rates than non-vegans, but data or even impressions on that will be hard to come by. In any case, just listen to the wording -- "the animals themselves belong in their world, not ours." Leave me alone and I'll leave you alone -- how's that for mutual affection, empathy, and care-giving? Only to an inveterate cocooner does that sound like good cheer and concern. You know that's how these misanthropes feel toward their family, too: "Mom and Dad, I'd like to show my love and respect for you by cutting you out of my life, and I hope you'll show the same by cutting me out of yours."

What fucking planet did these people come from? Or did I fall asleep and somehow wake up on theirs? Damn, man.

I can't help but touch on one of the other points above, not related to whether they're more caring toward animals or not. Domesticated animals are highly dependent on their owners, but so are we on them. It's not asymmetrical or exploitative. Aren't vegans always whining about how dependent the non-vegans are on domesticated animals for food, clothing, textiles, medical testing, etc.? Woah dude, it's like the animals are exploiting us the way an only-game-in-town monopoly gouges the community. They've got us hooked on their butter and leather -- it's not fair, and we've got to liberate ourselves.

So they cannot be concerned with one species exploiting another, since the animals are exploiting us, making us rely so much on them for our well-being -- especially cats and their owners! It is the very dependence of one species on another that vegans are repulsed by, as though any enduring ties would always wind up being chains. Again it is only the deranged mind of the cocooner that pushes self-reliance to such an extreme.

March 18, 2012

Video games visually are more like landscape architecture, not movies

Ever since blocky and fudgey 3-D graphics hit video games, we've heard about how "cinematic" they began to look. In the rare places where I've read people talking about the visuals of video games as a medium, that's what they tend to compare them to -- especially movies, since they show moving pictures, but also painting or still photography.

But video games are interactive, and in particular the player has a fair degree of control over the camera. This makes it totally unlike movies, except for having a time arrow.

In movies, the visual team selects the set of images to show, in what order, at what tempo, etc. In a video game, the player takes over those roles. Even for a single still image within the larger flow of images, the visual team making a movie determines what the composition will be -- what's in frame, how the pieces relate to each other and the background, and so on. In a video game, that is all up to what the player decides to have the camera do at some point in the flow.

Naturally then the visual experience of video games will pale in comparison to watching a movie, as the movie experience is the result of more talented minds thinking over the outcome much harder, while the video game experience is the ad hoc choices of the average person. Cherry-picking the best-looking video game and the worst-looking movie does not disprove the overall point.

If they're not like movies, then the closest medium I can think of is landscape architecture. There too the visual designers have only minimal influence on what the experience will be like, mostly populating an empty space with the basic objects that the spectator will arrange into a stream as they please, and in relation to each other as they please. Will that tree be in their field of view or not? If so, will it be seen from a direction that includes that hill over there or not? This nearly total lack of control over the most fundamental aspects of composition must drive landscape architects crazy, and could explain why visual people go into fields where they have greater control.

This also explains why video games looked better in 2-D -- it gave the player less control, since an entire dimension of where to point the camera was not available. The designers knew that you'd be looking at the world head-on, so they could anticipate a good deal about what their compositions would look like. You could still scroll left-right or up-down, splitting up a field of objects that they intended to be seen together, or picking up two clusters at once that they intended to be seen in separate viewings. Still there was more influence from the people who had a better eye and who were working more tirelessly to put out a pleasing product.

Earlier I pointed out that video games will probably not endure as a narrative medium because they are too interruptible, like radio programs or comic books. This harms them as a visual medium too, since the flow of images is too interruptible, unlike the pre-ordained flow of images in a movie. Giving the audience member too much choice, as video games do, is another aspect of making them more interruptible: they have to decide what order the events of the narrative will unfold in, and they have to decide what the composition of a visual "shot" will be.

A choice here or there might not be so bad, but having to shoulder most of these responsibilities keeps the spectator from drifting into a dream-state where they can just absorb the video game. Just as they're about to get lost in the experience, the player keeps getting snapped awake by having to make yet another decision.

Was there a brain drain from architecture to the visual side of movie-making?

There was a widespread Art Deco revival during the later 1970s and '80s, which like the original took place during the second half of a rising-crime period. Similar environments breed similar outcomes, whether consciously or not on the creators' part.

And yet the neo-Deco buildings didn't look nearly as awe-inspiring as the originals, although a real breath of fresh air from the soul-less mid-century and the mid-century revival of the past 20 years.

At first I thought it was just a case of a somewhat weaker visual culture, so that although there was a similar outcome in the '80s as in the '20s, its peak wasn't quite as high. But after watching Blade Runner again recently, it struck me that maybe all those people who would've been contributing to an architectural culture that would've been just as inventive and spellbinding as Art Deco, had instead switched over to working on the visual design of movies.

It takes an awful lot of people contributing to the overall look of a movie, multiplied by all movies being made in a year. And some of them are the very same jobs needed to make a building, from the production designer (a general overseer) down to the carpenters who build sets and craftsmen who make relief sculpture for decoration.

The movies of the Jazz Age were heavily visual, just like they would become once more during the New Wave Age, but they still weren't as sublime as their descendants would be. Blade Runner looks better than Metropolis, and the Star Wars or Indiana Jones movies look better than The Thief of Bagdad, as wonderfully epic as the '20s movies already look.

So if you combine both architecture and movies into the visual culture, the '20s and the '80s don't seem so different in how high they soared. It's just that more of that excellence went into buildings in the Jazz Age, and more into movies in the New Wave Age.

That gives me hope that during the next such phase in the cycle, we'll enjoy yet another period of a spectacularly moving visual culture. Whether the bulk of that energy goes into movies, buildings, or something new, doesn't really matter so much -- it'll be a pleasant surprise. The important thing is that we'll eventually pull ourselves out of the ever blander world of the past 20 years.

March 16, 2012

"Spring Break Gets Tamer"

So reads part of a NYT headline, although the rest -- "as World Watches Online" -- is just a rationalization of the dorky tendencies of young people today. The story is about Spring Breakers being more wary of acting wild when so many camera-equipped phones could be pointed at them.

The capability and prevalence of technologies that can capture an embarrassing moment while someone is out carousing has only gone upward since the invention of the camera. Yet young people behaving like young people goes in cycles, so technological changes don't explain much of those differences across the decades. Nobody seemed to pay much attention to cheap, widespread cameras during the heyday of streaking, for example. Or that someone might find an embarrassing box of nude Polaroids from your college days.

The main picture and slideshow gives a pretty accurate view of how segregated the sexes have become by now among Millennials, with smaller or larger groups of girls avoiding the yucky boys, and the boys forming bro-circles to take their mind off of how boring the girls are being. And of course plenty of hover-hands and leaning-away on the rare occasion where a boy and girl do get close.

Interesting to read that wet t-shirt contests are nearly extinct, even in southern Florida during Spring Break. If that's only due to an unwillingness among the girls, you'd expect the bar and club owners, or whoever, to provide the next best thing, like hiring some girls to stage a contest, or at least project the video for "Girls on Film". It didn't sound like anything along those lines was making up for it, though, so we conclude that there is also falling demand among the male spectators. I know it sounds crazy to suggest that young dudes on Spring Break don't have sex on the brain, but they really are more asexual and afraid of the natural female body these days.

On a generational note, it's a 28 year-old bartender chick who describes today's Spring Breakers as "very prudish," while the ones freaking out about being well behaved during a what should be a carnival are 26 and under. That's more tentative evidence for my hunch that people born in 1984 were the last to mature into recognizable human beings, with '85 and '86 births being a hazy limbo area that mostly tilts toward the Millennials, who clearly show up with '87 births and after.

Today's 18 year-olds have lived entirely within falling-crime times, and probably were conceived then as well, so they're growing up to be even weirder than the older Millennials, who at least had some exposure to the good old days, even if that environment only had an influence on their developing brains as toddlers.