Why People Fight Fun

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

After my last post on fun and how we turn it into work, I had a (fun) brainstorm about many ways turning work into fun affects us and other, related cultural pathologies. Looks like this is going to be a series on fun and the elimination of fun.

I’ll try to enjoy it to avoid an overload of irony.

In fact, let me turn from discussing fun to the more sinister side of “fun control.” When we look at joylessless, and fun becoming work, it leads us to ask “who wants to live in a world like this?” Why is there so much joylessness and sadness? Why do people work to stamp out enjoyment?

There are reasons.

Controlling Fun Makes People Joyless

Fun is about joy. Pure, unadulterated being alive. In many ways, fun is a deep expression of who we are, and having it helps us feel alive.

Fun spills out, gushes out, and it’s not exactly clear or rational. It’s connective and it’s internal. A happy person, a joyful person, is themselves.

If you want to control people, you can’t have that. Joyful people don’t need you and your religion or your self-help book or to elect you. Joyful people are irritatingly independent.

So, crushing fun, getting rid of things people like makes people joyless. Some people may enjoy crushing fun as it gives them a sense of power, but also it makes people more controllable . . .

Controlling Fun Limits Imagination

Imagination is terrifying to people who are control freaks or want to sell us something we don’t need. Fun fuels imagination, it’s about connectivity and uninhibited experience. Fun is independent, and often relies on our minds and feelings rampaging into new areas or powerful and passionate experiences. Imagination of course, makes people unpredictable and gives them the power to create.

So if you’re there trying to contorl people, you want less imagination (or to co-opt it). One way to control it is to control fun things, those things that might inspire, that might cause people to think and feel differently. If you reduce fun, that enthusiasm and joyfulness and connect-the-dots experiences fade and people are less imaginative.

Ever notice how various dictators attack art and creativity? The less imagination people have the more control you have.

Controlling Fun Makes People Manipulable

To lack fun is to lack expression, and when we don’t have it, we seek it. A life without joy is a not a life, and we seek something to enjoy, to feel good about. We seek in, short, to be.

Disipirited people, joyless people, are easy yo lead and manipulate. They have little to live for, but you can give them smething to live for. This gives you power.

Of course some people just enjoy causing misery as well. Again, that sense of power.

Controlling Fun Gives You Power

So if you have a lot of joyless people then you’re in charge. You can control them by providing fun.

You can sell them a war so they feel powerful. You can sell them a fitness regimen so they think they’re attractive. you can sell them a religion and they think you’re the word of a god.

People who are joyless don’t even need real fun or freedom, just something close. Just give them some rush, some good feeling, and they’re yours. Joyless people will line up for something to live for -and if you make them miserable you can then give them something to enjoy.

Must-watch TV and must-play video games seem kind of different, don’t they?

Controlling Fun Lets You Attack Others

People want to feel joy and happiness. They will do what they have to in order to feel alive. That also means its easy to sic them on enemies.

Blame others for their lack of joy and they’ll attack. Claim your enemies are theirs and they’ll lash out. Pick some popular targets and they’ll attack them because they get a rush of power that makes them feel happy for a bit.

Joyless people are easily manipulated into attacking others. Is someone happy going to want to go get shot because of your ego, or rant angrily online defending your bad product? No, happy people are harder to rally against whoever you want to target.

Next time you see someone getting a mob together, ask how they’re playing to disatisfaction – or creating it.

Controlling Fun Serves Existing Power

An important thing to remember is that eliminating fun usually serves existing power structures. Controlling joy and good feelings is a way to stay in power or pass power on. So if you already have a population without happiness, then you can easily stay in charge or hand it off to someone.

Existing power structures will attack joyful things, fun, entertainment, imagination. Those things are always threats – and as they keep popping up, constant threats.

Always look to the current power structure to see wht they attack and who they attack. Be kind of nice if power structures focused on evolving and improving people’s lives instead . . .

Controlling Fun Allows People To Attack Criticism

Finally, and paradoxically, eliminating a sense of fun is also a way for existing power structures to avoid criticism.

Existing power structures want to sell you their fun, their entertainment, their form of satisfaction because that gives them power. Selling people fun provides money and power and control. However, powerful interests that sell you fun often sell you fun that reinforces the existing system.

So when someone critiques what they’re selling, from a religion to a TVshow, that critique is seen as a personal attack by the consumers of that source of fun. They get pleasure from it, and thus they attack and lash back, missing the validity of the critique.

If you’ve ever seen people get viciously angry over a comic book, or seen someone push a thing as a guilty (forbidden) pleasure, you see what I mean. Look how past marketing has acted as if the product is something transgressive and unique (and thus invites critique, which only interests people more)

Conclusion

There are reasons people try to control fun – and those reasons are often power. People without happiness, without fun, are easily controlled and easily sold something.

That of course doesn’t mean anyone selling you something is bad. Not everything someone wants you to buy is to control you (beyond getting your money).

But when you see unhappy people, when you feel joyless, it might help to ask if anyone benefits . . .

Steven Savage

Why Create?

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

My fellow author Serdar was discussing the importance of art and entertainment over at his blog. This struck me as very important:

“I think any act of creativity can be used by others as escapism, a way to — how did someone else put it? — ignore everyone else’s reality and substitute their own. Most of us do this to some extent or other anyway, so I see little point in wringing hands about it. The smarter thing to do, maybe the only thing that can be done, is create things that are good enough, constructive enough, universally enriching enough, that people will want to make them real — not just for themselves, but for others — in whatever way they can.”

Serdar speaks to the importance that artists can help people realize better worlds, because first they need to be imagined. Once imagined, you can work on making those glorious visions real, and even if you never succeed, you may get far enough to help us all get closer to the dream. Life is, after all, a relay race not a sprint.

Just think of how many of us were inspired by Star Trek to build a better world. However, art is not always about positive experiences, but they always have the chance for being transformative.  As Sam Sykes put it:

Being a fantasy author in this dark era is like being the party bard. You want to make a difference, but the best you can do is inspire someone else to fix it and hope that keeps you from getting eaten.

The role of the artist in the world is the role of the Bard in many fantasy games – the person who enhances and buffs, enriches, and supports. A Bard does that which helps others do things better.

The bard metaphor speaks to me because my works are often supportive works (such as my guides), but also because inspiration takes many forms. A horror story may not create a vision for a better world, but it does give one experiences that can be enriching or thought-provoking. The artist creates not just visions, but explorations, tools, and inspirations – not all of which are or need to be pleasant. But, like the Bards of fantasy games, the artist changes you and enhances you.

Right now you doubtlessly have a book, game, comic, or other thing to make. You may, like many of us, pause to ask if it’s worth it. I would turn it around and ask two things: do you enjoy doing it and will someone get something out of it?

If you enjoy it, go for it. Your enjoyment WILL make the work interesting to people, and if nothing else someone takes pleasure from it and gets a break.

If people can get something out of it, go for it. It will help and enhance others.

You may say “but wait, there’s no reason not to create!”

Yes. Exactly. You got it.

Steven Savage

What If It Ended?

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

This tweet struck me hard.  It made me think about my talks of Media Gray Goo.  I realized that age plays a role in my concern that our media is becoming dull and repetitious, that there are things we do over and over and over until they loose all meaning.

Here we see an example of that in discussing Batman, the ever re-invented character who bears both the burden of the past and the burden of endless re-interpretation, all fused into a kind of incoherent and re-invented continuity.  We’re always re-making Batman while acting like he’s the same, which in time seems to whittle the character down, despite some spectacularly well-done takes.

Batman is endlessly stuck at 35, even when authors temporarily play with him until someone presses the reset button.  How many fan arguments are based on what Batman “should be,” even though he’s both out of date and remade?  How much of him has become Gray Goo?

Above, the author gives the example of Deku of My Hero Academia.  He has a story, he ages, he grows, and in theory his tale may end, though as we’ve seen from One Piece, some manga and anime do go on.  There’s no plans to reboot him, remake him – indeed, the entire My Hero Academia universe presents so many options why would you want to remake it – there’s so many other stories to tell and explore anyway.  And if it ends, then it ends – there’s plenty of other cool stuff.

In fact, if a story has a good tale and a good arc, why not enjoy a good end?  Maybe follow up with the rest of the setting, other characters, and so on.  Let things grow – and if you miss the old tale, then re-read it or re-view it.  You can discuss something in context, while also acknowledging all its flaws and places in time.

So I want you to imagine a different world, where superheroes had their stories and they ended.  Where we dig up reprints of old Batman comics, with their starts and endings, and if Batman is remade then it’s a remake of a tale with a start and a finish.  Imagine being able to enjoy Batman in context and history, not as ever-remade battles of marketing and reboots and a return to zero?

Maybe we need to let things end or pass on.  That’s what’s life about after all.

Steven Savage