From Moses to modems :demystifying the
storytelling and taking control
We are living in a world of stories.
We can’t help but use narratives to understand
the events that occur around us. The unpredictability
of nature, emotions, social interactions and power
relationships led human beings from prehistoric times
to develop narratives that described the patterns
underlying the movements of these forces. Although
we like to believe that primitive people actually believed
the myths they created about everything, from the weather
to the afterlife, a growing camp of religious historians
are concluding that early religions were understood
much more metaphorically than we understand religion
today. As Karen Armstrong explains in A History
of God1, and countless other religious historians
and philosophers from Maimonides to Freud have begged
us to understand, the ancients didn’t believe
that the wind or rain were gods. They invented
characters whose personalities reflected the properties
of these elements. The characters and their stories
served more as ways of remembering that it would be
cold for four months before spring returns than as
genuinely accepted explanations for nature’s
changes. The people were actively, and quite
self-consciously, anthropomorphizing the forces of
nature.
As different people and groups competed
for authority, narratives began to be used to gain
advantage. Stories were no longer being used
simply to predict the patterns of nature, but to describe
and influence the courses of politics, economics and
power. In such a world, stories compete solely
on the basis of their ability to win believers; to
be understood as real. When the Pharaoh or King
is treated as if he were a god, his subjects are actively
participating in the conceit. But he still needed
to prove his potency in real ways, and at regular
intervals, in order to ensure their continued participation.
However, if the ruler could somehow get his followers
to accept the story of his divine authority as historical
fact, then he need prove nothing. The story justifies
itself and is accepted as a reality.
In a sense, early civilisation was
really just the process through which older, weaker
people used stories to keep younger, stronger people
from vying for their power. By the time the young
were old enough to know what was going on, they were
too invested in the system, or too physically weak
themselves, to risk exposing the stories as myths.
More positively, these stories provided enough societal
continuity for some developments that spanned generations
to take root.
The Old Testament, for example, is
basically the repeated story of how younger sons attempt
to outwit their fathers for an inherited birth right.
Of course, this is simply allegory for the Israelites’
supplanting of the first-born civilisation, Egypt.
But even those who understood the story as metaphor
rather than historical fact continued to pass it on
for the ethical tradition it contained: one of
a people attempting to enact social justice rather
than simply receive it.
Storytelling: communication and media
Since Biblical times we have been
living in a world where the stories we use to describe
and predict our reality have been presented as truth
and mistaken for fact. These narratives, and their
tellers, compete for believers in two ways: through
the content of the stories and through the medium
or tools through which the stories are told.
The content of a story might be considered the what,
where the technology through which the story is transmitted
can be considered the how. In moments when new
technologies of storytelling develop, the competitive
value of the medium can be more influential than the
value of the message.
Exclusive access to the how of storytelling
lets a storyteller monopolise the what. In ancient
times, people were captivated by the epic storyteller
as much for his ability to remember thousands of lines
of text as for the actual content of the Iliad or Odyssey.
Likewise, a television program or commercial holds
us in its spell as much through the magic of broadcasting
technology as its script. Whoever has power to
get inside that magic box has the power to write the
story we end up believing.
We don’t call the stuff on television
‘programming’ for nothing. The people
making television are not programming our TV sets or
their evening schedules; they are programming us.
We use the dial to select which program we are going
to receive and then we submit to it. This is
not so dangerous in itself; but the less understanding
and control we have over exactly what is fed to us
through the tube, the more vulnerable we are to the
whims of our programmers.
For most of us, what goes on in the
television set is magic. Before the age of VCRs
and camcorders it was even more so. The creation
and broadcast of a television program was a magic
act. Whoever has his image in that box must be
special. Back in the 1960s, Walter Cronkite used
to end his newscast with the assertion: “and
that’s the way it is”. It was his
ability to appear in the magic box that gave him the
tremendous authority necessary to lay claim to the
absolute truth.
I have always recoiled when this rhetorical
advantage is exploited by those who have the power
to monopolise a medium. Consider, for example,
a scene in the third Star Wars movie, Return of the
Jedi. Luke and Hans Solo have landed on an alien
moon and are taken prisoner by a tribe of little furry
creatures called Ewoks. In an effort to win their
liberation, Luke’s two robots tell the Ewoks
the story of their heroes’ struggle against
the dark forces of the Empire. C3Po, the
golden android, relates the tale while little R2D2
projects holographic images of battling spaceships.
The Ewoks are dazzled by R2’s special effects
and engrossed in C3PO’s tale: the how and
the what. They are so moved by the story that
they not only release their prisoners but fight a
violent war on their behalf! What if the Empire’s
villainous protector, Darth Vader, had arrived on the
alien moon first and told his side of the story, complete
with his own special effects?
Television programming communicates
through stories and it influences us through its seemingly
magical capabilities. The programmer creates
a character we like and with whom we can identify.
As a series of plot developments bring that character
into some kind of danger, we follow him and within
us a sense of tension arises.
This is what Aristotle called the
rising arc of dramatic action. The storyteller
brings the character, and his audience, into as much
danger as we can tolerate before inventing a solution,
the rescue, allowing us all to breathe a big sigh
of relief. Back in Aristotle’s day, this
solution was called Deus ex machina
(God from the machine). One of the Greek gods
would literally descend on a mechanism from the rafters
and save the day. In an Arnold Schwarzenegger
movie, the miraculous solution might take the form
of a new, super-powered laser gun. In a commercial,
the solution is, of course, the product being advertised.
TV commercials have honed this storytelling
technique into the perfect 30-second package.
A man is at work when his wife calls to tell him she’s
crashed the car. The boss comes in to tell him
he just lost a big account, his bank statement shows
he’s in the red and his secretary quits.
Now his head hurts. We’ve followed the poor
guy all the way up Aristotle’s arc of rising
tension. We can feel the character’s pain.
What can he do? He opens the top desk drawer and
finds his bottle of Brand A Pain Reliever and swallows
the pills He swallows the pills while an awe-inspiring
hi-tech animation demonstrates the way the pill passes
through his body. He, and us, are released from
our torture.
In this passive and mysterious medium,
when we are brought into a state of vicarious tension,
we are more likely to swallow whichever pill and accept
whatever solution that the storyteller offers.
Interactivity: the birth of resistance
Interactive media changed this equation.
Imagine if your father were watching that aspirin
commercial back in 1955 on his old console television.
Even if he suspected that he was watching a commercial
designed to put him in a state of anxiety, in order
to change the channel and remove himself from the
externally imposed tension, he would have to move
the popcorn off his lap, pull up the lever on his
récliner, walk up to the television set and manually
turn the dial. All that amounts to a somewhat
rebellious action for a bleary-eyed television viewer.
To sit through the rest of the commercial, however
harrowing, might cost him only a tiny quantity of human
energy until the pills come out of the drawer.
The brain, being lazy, chooses the path of least resistance
and Dad sits through the whole commercial.
Flash forward to 1990. A kid
with a remote control in his hand makes the same mental
calculation: an ounce of stress, or an infinitesimally
small quantity of human effort to move his finger an
eighth of an inch and he’s free! The remote
control gives viewers the power to remove themselves
from the storyteller’s spell with almost no effort.
Watch a kid (or observe yourself) next time he channel
surfs from program to program. He’s
not changing the channel because he’s bored,
but he surfs away when he senses that he’s
being put into an imposed state of tension.
The remote control breaks down the
what. It allows a viewer to deconstruct the content
of television media, and avoid falling under the programmer’s
spell. If a viewer does get back around the dial
to watch the end of a program, he no longer has the
same captivated orientation. Kids with remotes
aren’t watching television, they are watching
the television (the physical machine) playing ‘television’,
putting it through its paces.
Just as the remote control allowed
a generation to deconstruct the content of television,
the video game joystick demystified its technology.
Think back to the first time you ever saw a video game.
It was probably Pong, that primitive black and white
depiction of a ping-pong table, with a square on either
side of the screen representing the bat and a tiny
white dot representing the ball. Now, remember
the exhilaration you felt at playing that game for
the very first time. Was it because you had always
wanted an effective simulation of ping-pong?
Did you celebrate because you could practice without
purchasing an entire table and installing it in the
basement? Of course not. You were celebrating
the simple ability to move the pixels on the screen
for the first time. It was a moment of revolution!
The screen was no longer the exclusive turf of the
television broadcasters.
Thanks to the joystick, as well as
the subsequent introduction of the VCR and camcorder,
we were empowered to move the pixels ourselves.
The TV was no longer magical. Its functioning
had become transparent. Just as the remote control
allowed viewers to deconstruct the content of storytelling,
the joystick allowed the audience to demystify the
technology through which these stories were being told.
Finally, the computer mouse and keyboard
transformed a receive-only monitor into a portal.
Packaged programming was no longer any more valuable,
or valid, than the words we could type ourselves.
The addition of a modem turned the computer into a
broadcast facility. We were no longer dependent
on the content of Rupert Murdoch or corporate TV stations,
but could create and disseminate our own content.
The internet revolution was a do-it-yourself
revolution. We had deconstructed the content
of media’s stories, demystified its modes of
transmission and learned to do it all for ourselves.
These three stages of development:
deconstruction of content, démystification of
technology and finally do-it-yourself or participatory
authorship are the three steps through which a programmed
populace returns to autonomous thinking, action and
collective self-determination.