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Sacrificial Stories

chronicle · Saturday, August 10th, 1996 · 5 min read

Last week’s column on  sports narratives  touched on a subject that it is worthwhile to explore in more general terms: the central or  originary  function of narrative. As we have become increasingly aware that we are always telling stories, the  story-telling  model has come to dominate the human sciences. This is a good thing, a triumph of  humanism  over  positivism . But just as no one ever explains why religion exists, no one ever explains why we tell stories. Readers of this column might guess that the two explanations should have something in common. Let us begin from last week’s example of those  sudden-death Aztec basketball games . The games entertain by providing a motivation for the ensuing sacrifice; the losers having proved their unworthiness to live, the sacrificers are relieved of responsibility for their death. We should not equate  responsibility  with an internal sense of  guilt . Killing makes one  unclean  because of the  mimetic contagion  of murder; letting the victims select themselves reduces the contagion. If the  Bulls  play the  Bears  to see who furnishes the sacrificial animal, the principle is the same; the victim is always a “person,” an incarnation of the divinity. Human sacrifice is an extreme form of animal sacrifice where the players play themselves; the  Aztecs ‘ fondness for it has been explained by the lack of protein-rich animals in Central America. There are faster ways of choosing victims than a basketball game. We say the game has a  narrative  structure because the motivation of sacrifice is revealed not instantly but in time. Narrative in the broadest sense encompasses all forms of entertainment, including sports and the circus. Watching a circus performer arouses the same vicarious danger as an adventure tale. The esthetic is a postponement or  deferral  of sacrifice, and narrative is the exemplary esthetic form because it  thematizes  deferral, makes it explicit. This was not understood in premodern times, when esthetic reflection focused on the  objet d’art  as the heir to sacred representation. The plastic arts are no longer at the center of our esthetic consciousness because the circulatory movement of the market system erodes the artwork’s  aura ; paintings tend to become  collectibles . Narratives, on the other hand–the same is true of music–cannot be reduced to objects; they can only be apprehended in time. The point of  originary thinking  is to strip away uncritically posited “faculties”–for  religion , for  art , for  storytelling –to examine the minimal conditions for their existence. Like  zero-based budgeting , our vision of the human must start with the absolute minimum; the  originary scene  of language. In order to add a storytelling capacity, we must show that it is necessary to satisfy the minimal criterion of  deferral of violence through representation . The originary representation of the central object saves the community from danger by “blaming” it for the scene of  mimetic crisis ; the extension of the sign into a story extends this moment of safety. If my story motivates the choice of victim, it lessens the danger of my going next. (Remember  Scheherazade .) So long as the story lasts, the “blame” has not yet been placed, the crisis has not been resolved. In the imaginary world of the story, we are still in danger. But in the real world where the story is being told, we remain out of danger by the very fact of the narration. Whence the two-tiered  form/content  nature of esthetic experience: we feel the emotions of crisis–the  content  of the story, but know that for the duration of the narrative, we are protected from crisis by the barrier of  esthetic form . All culture is  sacrificial . Culture covers a lot of ground, from bear-baiting to attending a performance of  Saint Matthew’s Passion , but whether we savagely revel in the victim’s sufferings or identify with them in the depths of our soul, culture is founded on them. The discovery of this central truth defines our  postmodern  era. But the postmodern  end of culture  is not its abolition but its universalization, made possible by the exchange system. The market has its origin in the centered world of ritual, but market exchange takes place on the periphery; the  free market  has no scenic center, only a  communication network . We can tell stories about the market, but market activity is not structurally equivalent to a story. Goods in the market do not remain, like the sacred victim, in the ritual center. They circulate like signs, whose effortless multiplication among the participants of the scene prefigures the victim’s division into the multiple portions of the sacrificial feast. Things always will be scarcer than signs, but the circulatory drive of the market makes them ever more alike. And as goods become like signs, we increasingly construct  esthetic statements  from them. We each become the protagonist of an ongoing  tale of consumption  within which the esthetic experiences we choose play a privileged role; our story includes the stories we read, the paintings we see, the concerts we attend. This leads me to a final thought about stories in a more formal sense. The heroic era of the  novel  ended with the great modernists, and that of the  cinema  in early (pre-1968) postmodernity. But cinema continues to evolve with respect to the  convincing recreation of reality . Every development of film technology: sound, color, hand-held cameras, more sensitive film stocks, computerization.., has been in the direction of provoking a richer sensory experience in the spectator. This capacity need not be used in the service of evoking the world as it is. All art, including music and abstract painting, creates a  virtual space-time  in which we experience the work  from within . But some space-times are more inclusive than others. Wagner ‘s pre-technological ideal of the  Gesamtkunstwerk  conceived a  “total”  artform that would include all traditional esthetic experiences–music, drama, plastic art (decor). But the sound film, the realization of a double dream of the nineteenth century, is a  Gesamtkunstwerk  of a kind Wagner could not have envisaged. The Wagnerian totality was placed at the service of ritual; the cinematic totality provides a deliberately  new  experience. Thus far, cinema, even with  morphing , remains wholly passive. In contrast, the  sine qua non  of  virtual reality  is  interactivity . The continual recomputation of the spectator-participant’s place in virtual space-time makes the experience of it no longer  esthetic  in the traditional sense; nor is it the constrained participation that ritual provides. Virtual narrative  involves the  active participation –whether physical or wholly mental–of the spectator. Thus the passivity of the  couch potato –a term that reflects the extreme decadence of the medieval ideal of the  via contemplativa –will be increasingly superseded by some form of interaction. No doubt the media stars of the future will be interactively gifted,  Sandra Bullocks  rather than  Greta Garbos . As television, computers, and communications merge into that  one big screen  on the wall, mere vicarious spectatorship will decline and we will become the heroes and heroines of our own electronic stories. Some day  Forrest Gump  will shake hands with  us . Enjoy this column? Yes No Δ

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