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Incorporating the Mouse
In his speech to the tuxedo-draped Pixar and Disney employees at Toy Story's premier in San Francisco last weekend, Steve Jobs compared classic Disney animated features to the works of Homer, which called to mind a story we once heard about a beat poet who sent some of his compositions to William Carlos Williams. Williams waxed enthusiastic, and told his earnest correspondent that he might become the new Homer. Of course, the poet repeated this to one of his contemporaries, who answered, unexpectedly (and in what one imagines to have been a tone of disappointment), "No kidding? He told me I was the new Dante."
With the unconscious genius typical of a great capitalist, Steve Jobs was more right than William Carlos Williams. Walt Disney makes sense as a new Homer: Disney ported our collective myths across a media border as significant as the archaic border between epic song and written literature. Walt Disney Pictures was the impresario of the mechanical, and after the flight from Steamboat Willie to Snow White the company has been in a holding pattern, waiting for landing instructions from the control towers of the new world, while fending off legendary attacks from people who put a slightly different spin on the notion of social engineering.
With Toy Story, permission to land has been granted. At first, the terrain is disappointing. Gone are the great haptic spaces of Disney animated features, the profound three-dimensionality, the subtle expressions, the sweeping pans, the brilliant colors and the musical intensity. Instead, Toy is claustrophobic and dull. The characters are put together out of elementary geometry, their movements and speech are sadly ordinary; the very joy in mechanization that Disney unleashed seems to have been toned down, cooled off, and diminished.
Most disturbingly, there's no evil in the film. The only appealing character is the young villain Sid, who's merely bratty. You sit in the theater ready to give up control of your emotions to the great cinematic projection, and instead you get restless and twitchy and even angry - isn't there going to be something deep and dark and Disney to plunge into?
No. Because this isn't a movie. That restlessness you feel is the anticipatory restlessness of a finger on a mouse. The rendered animations are lifeless because they are waiting for you to bring them to life.
Toy Story is not a movie. It is the prototype for an amazing interactive game, and when the technology unleashed by Pixar and its 300 Sun SPARCstations is unleashed upon the online world, movies are going to seem old-fashioned.
"Oral transmission of epics ceases with writing, and with it, at the dawn of history, fades the idea of memory as the goddess of immortal recollection." - Ivan Illich and Barry Sanders, The Alphabetization of the Popular Mind
As always, it comes down to a mouse. The victim, who is also the stand-in for Walt Disney's childhood (and thus, hope the marketing staff, Inner Child to us all), has been taken off the screen and put into our hands. Don't watch it, click it. We are incorporating the mouse. Mickey, c'est moi!
If Sid had a mouse, he would light it on fire. Sid chops his toys into pieces, then builds new, mutant creatures out of their severed body parts. Twisted? Sure. But you know, in the movie, it kind of looks like fun. After all, Sid isn't merely a passive consumer, who accepts whatever gimmicky piece of trash he happens to find laying next to the birthday cake. Sid interacts. Sid has fun. And Sid's punishment, when his toys all talk back, is just what we (and Pixar, most of all) have always wanted. Not just to play with our toys, but to have our toys play with us.
The hostility with which Sid is treated in Toy Story is a clever disguise, like when the object of desire in a dream appears in the form of a punishment. Sid is essentially an embryonic, pre-adolescent Pixar employee and his toys are the amazing digital playmates those artists and engineers have have been struggling so mightily to bring to life.
The hardest thing, as always, was to render the mouths of the human characters as they talked. You just can't make it real. You love these little guys, but as you struggle to make them obey you also grow to hate them. And the climax of the love and hate we have for our digital avatars (and with ourselves) is expressed near the end of Toy
Story magnifying glass into Sid's grotesque maw. Inside the mouth of the story's only significant human being we see the harsh lines of his mechanical braces. It's disgusting, but it is also a huge thrill. Just below the surface, Sid looks an awful lot like a machine.
Walt knew it all along. Disneyland and Disneyworld are down payments on the delivery of a fully mechanized and interactive universe. In this universe, the gods and goddesses are popular products and brand names, which, like us, appear to be machines that also have souls. It isn't important if they don't seem real. For proof, look no further than Time-Warner's Palace, which jettisons haptic depth altogether. Yes, you are a character. So are your toys. There is no distinction, no projection. Worlds Chat keeps 3-D in the picture, but of an especially impoverished sort. That's okay. It's wrong to assume that what we seek is a "richness of experience." Nope, nope, nope. We'll sacrifice just about anything, even the Goddess of Immortal Recollection, in order to make a leap into something new.
Toy Story is the new, and as a movie, it sucks. But, so what? A thousand years after Homer, enterprising toy makers who camped out on the steps of the Acropolis and sold action figures of the more popular gods must have laughed out loud when word reached them of a new superhero whose chief merchandising gimmick consisted of two sticks nailed together at right angles. "Disney features," said Jobs to the first audience of Toy Story, "are my son's myths. He's learning all about good and evil through these movies." Pixar, he concludes, "has some myths we'd like to put back into the culture." Then the cameras rolled. In the first few minutes of Toy Story, a box of Tinker Toys appeared on the screen, with its trademark registration shining above the heads of the audience like a great, glowing deity of a new world. courtesy of Dr. McLoo
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