By Gordon Rugg
The first article in this short series examined how conflicting conventions and requirements can lead to a movie being unrealistic. The second article explored the pressures driving movie scripts towards unrealistically high signal to noise ratios, with few of the extraneous details that occur in real conversations. The third in the series examined how and why movies depict a world which requires the word “very” to describe it.
All of those themes are arguably about movies either selecting versions of reality, or depicting versions of reality which are simplified and/or unlikely. Those versions are unrealistic, but not actively wrong in the strict sense of the word. The underlying common theme is that they’re simplifying reality and/or exaggerating features of it.
Today’s article looks at a different aspect, where movies and games portray the world in a way that flatters and reassures the audience, regardless of how simplified or exaggerated the accompanying portrayal of the world might be. This takes us into the concepts of vicarious experience, of vicarious affiliations, and of why Wagner’s music isn’t as bad as it sounds. It also takes us into the horribly addictive pleasures of TV tropes…
Horrors of the apocalypse, and Wagner…