Showing posts with label love. Show all posts
Showing posts with label love. Show all posts
Tuesday, May 18, 2010
Dreams, Piano and the Tyrant of Men
Lebensessenz is a pianist and songwriter who presently lives in Brazil, but would like to get gigs in the U.S. While his music is often lyrical and compelling, what's just as compelling is the intense personal story behind the compositions.
You can get hints of that story both in Lebensessenz's song titles and in his autobiographical essay "A Monologue About Lebensessenz," which can be found on his My Space page.
Lebensessenz says the motifs of the music are derived both from his "hard times" and "strong emotions." The hard times sometimes find musical expression in songs about dreams. (At least three songs have the word "dream" in the title.) The "strong emotions" aren't necessarily negative; for instance, Lebensessenz cites "happiness" (and perhaps in particular happiness over the recent birth of his daughter) as one of them.
But what's usually underlying his music is a keen sense of, and sadness about, loss or abandonment. Hard times related to loss have made Lebensessenz's music sensitive to matters related to love, intimacy and the denial of these. He's written a song cycle on The Sorrows of Young Werther — the best known literary work about unrequited love. And one gets an almost physical impact from the starkness of his 2008 CD title: "Tu deorum hominumque tyranne, Amor!" ("You, Love, Tyrant of Gods and Men." One of the record's songs is titled "Cruelty.")
As for the losses and abandonments that shook him hardest, in his essay he's explicit that these relate to his treatment at the hands of a distant father and to two important intimate relationships that ended badly. One reason we know the almost constant distance and apparent indifference of the father are important is that Lebensessenz writes a great deal about his feelings of rejection and sense of inattention on the part of his father and the effects of those feelings on Lebensessenz’s composing and compositions.
His father, who was, he says, a "fabulous musician," didn't live with him. The father, who was big on music theory, felt his son "needed to play with the correct methods" -- not something Lebensessenz was keen on at the time. As time passed, says Lebensessenz, "I wanted his help and his teaching, but, through a reason that I don't know," the father didn't want the same thing.
Even when the father was present, he seemed somehow absent. We are told he didn't comment on the early recordings of his son's music. “Why doesn't he say anything about what I do?" wonders the son. "It hurt me so much, but with time I just tried to forget it."
The result of all this was a son who was self-taught when it came to playing the piano. After the son’s composing began, the Father did, at one point, overhear the son playing the composition "Der Walzer von Lotte" ("Lotte's Waltz" – one of Lebensessenz’s most moving pieces and a surprisingly energetic work). The father told Lebensessenz 's mother that the songs were "sounding good." This Is the first time the father is seen as being aware and attentive to his son. It’s a moment Lebensessenz will mention more than once.
In a song cycle based on Schiller’s work The Robbers ("Die Rauber"), one song, “The Letter,” is about a character in the Schiller novel who writes a letter asking to be forgiven by his father. The son experiences "anxiety waiting for an answer."
Part of the result of Lebensessenz’s father’s distance and apparent indifference is the composer’s feeling of loss of the father. In the long process of creation behind the body of Lebensessenz’s work, there are times of fragmentation and total loss, at least as far as the work is concerned. He says that two early tapes of his music got lost in mysterious ways. In 2006, he says, he started to write a romance, but, in a statement that is itself mysterious, he says the romance now exists only in fragments.
Both in his writing and music titles, Lebensessenz makes frequent reference to states one easily associates with a sense of inattention at the hands of a valued object, or rejection by, distance from, loss of, such an object. The composer returns and returns to references to night, solitude, melancholy. "Most of my compositions,” he tells us, “emerged through nocturnal moments." The waltz Lebensessenz writes based on material in Werther is danced in the night. In 2005 he uses a computer to compose "Der Abend des Abschields" ("Farewell Night"). The title’s twin reference to night and separation is linked to music built on "longing, platonic passions" – the sort of passions one can develop for much sought-after objects who aren’t available. A 2006 composition is titled "Das Drama de Einsamkeit" (“The Drama of Solitude).”
When he became an adult, Lebensessenz asked his father "to help" him "with some exercises, but he was not so interested." He rationalizes his father’s lack of interest by considering that the father may think the son will lose interest. There is, perhaps, more rationalizing; in "refusing to help me,” writes Lebensessenz, the father wanted to give him “an answer to find my own way"
As years pass, Lebensessenz will engage in rationalization about his father that is more elaborately conceived and less convincing; he will state that he’s come to the realization that his father’s "silence of old times had its importance. He said few things, but it was sufficient ... “ And at about the time Lebensessenz realized this, he experienced a loss whose existence we don’t need to conjecture about: “In the same year, I lost him." In 2009, he is still rationalizing for the father; his album is titled Ihr Leben war fur mich ein Beispiel" ("Your Life Was An Example To Me"). But one song is titled "Days of Voluntary Exile." The solitude that has so often been the legacy he’s taken from his father is still with him.
After inattention, perceived loss, real loss of the father and a loss of two crucial intimate relationships lost as finally and as mysteriously (that is, with as little description) as the loss of the early cassettes, it is small wonder that Lebensessenz chooses to title a CD "Tu deorum hominumque tyranne, Amor!" ("You, Love, Tyrant of Gods and Men"). His music at this time is, he says, melancholic, introspective; his music continues to have "melancholy, sadness." Solitude remains, entrenched, and with its sometimes companion fragmentation: "Again I see myself alone.” Fragmentation of work still reflects fragmentation of life by the loss of key people; he says he remembers "the ruins of things that ended badly.”
But it is a distortion not to note the degree to which Lebensessenz says his music has been formed by feelings of happiness. The happiness is also expressed in the writings, and in particular in statements of such individuality that they are heartening and show the composer is driven by an energy that is, at least during much of his composing time, able to match the weight of the loss he carries. Here are some examples of the sort of aphoristic statements that Lebensessenz seems to be able to put to express with great facility:
The work, he says, is "a learning"
"There are no secrets in what I do"
"When I face good or bad situations, I play; when I'm quiet also, I play with all my heart."
"There are things that only me and my piano knows."
The music, which Lebensessenz calls neo-classical, always sounds like music of the 20th century and the first decade of this century. Quiet passages can sound like Satie or Poulenc. (There are also rare, extremely sparse passages that are reminiscent of Morton Feldman.) More complex, and slightly louder, post-Romantic stylings may sound a bit like, say Scriabin.
Then there are the pieces in which Lebensessenz performs in the neoclassicism so popular at the moment — a kind minimalist neoclassicism. While his pieces of this ilk can sometimes sound as calm and simply melodic as those of Harold Budd, more often they have the fast, driving quality of Robert Moran or Michael Nyman. In these driving pieces, which are liberally flavored by lyrical passages, the melodies are simple. The chord sequences are simple enough, and close enough to those used in rock, that even those who've never listened to classical music will be able to appreciate the music immediately.
A visit to Lebensessenz' My Space page will give you seven or eight MP3s of his songs to listen to, his blog, information about his CDs and books of essays, and ways to download or order.
Labels:
distant father,
dreams,
loss,
love,
melancholy,
minimalism,
neoclassical,
night,
Satie. Michael Nyman,
Schiller,
solitude,
Young Werther
Friday, March 19, 2010
Neopets and Creepy Moves

It's never been news in my lifetime that we are living in both a material and a virtual world.
In theory, the virtual world of the present resembles by ever greater degrees our thoughts and feelings about whatever we mean when we use terms such as "reality" or "the real world."
It's true that none of the television shows that ran when I was a kid had anything to do with the realities of anyone's everyday life. But when I first heard the Rolling Stones' song "Jumpin' Jack Flash" on the radio, I knew it resonated with emotions I had; I just didn't know what the emotions were.
The virtual world that exists 40 years after the release of "Jumpin' Jack Flash" has this distinction: it's interactive. One can make choices about one's place in it. If I have the right program, I can make "Jumpin' Jack Flash" sound any way I want it to just by moving a mouse around. In an online game, one can go down one hall or another; talk to another character or keep quiet; even take actions that will get oneself killed (in a virtual sense).
How does virtual interactivity affect the life of the typical American consumer? The marketing think tank Trendwatching (see trendwatching.com) gets at it when its representatives write (in somewhat overworked prose):
"The new consumer ... creates his or her own playground, comfort zone, universe ... At the core is control: psychologists ... agree ... that human beings want to be in charge of their destiny, or at least have the illusion of being in charge. And because they can now get this control in entirely new ways, aided by an online, low-cost, creativity-hugging revolution ... consumers now weave webs of unrivaled connectivity and relish instant knowledge gratification. They exercise total control over ... identities in cyberspace at a whim, wallow in DIY/ customization/personalization/co-creation to make companies deliver on their terms. (They make) ... virtual worlds in which they can truly be whoever or whatever they want to be."
In its description of a general on-line virtual experience, Trendwatching listed, by my count, 12 states of interest to the contemporary consumer: possession, comfort, a sense of control, economical alternatives, access to new technology, acquisition of information, gratification, socialization, a sense of identity, collaboration, an opportunity to create and reality creation.
In the long passage I quoted above, Trendwatching didn't specifically mention Internet games. When it turns to online gaming, Trendwatching quotes experts who see gaming as meeting consumer's desires for these states:
• escapism
• the "drive to explore" (Mediaedge)
• the "promise of reward" (Mediaedge)
• a sense of accomplishment (economist Edward Castronova)
• the experience of "feeling ... be friended" (Castronova), and
• "feeling ... loved." (Castronova).
Now we're moved into the uneasiness many associate with the "simulacrum." What's the simulacrum? Philosopher Jean Baudrillard believes contemporary consumers — that is, you and I — live entirely in an illu sory world created by electronic media. He calls this the simulacrum — a fancy term for the imitation.
An imitation is by no means bound to afford an accurate representation of what it imitates. Reality, Baudrillard would say, is seeing a space ship blow up with your own eyes at the very place where it blows up. The simulacrum is seeing and hearing 1,000 media representations of a space ship blowing up.
Let's use the term "simulacrum creepiness" to describe a situation in which my experience of electronic media inclines me to experience potentially dangerous states of mind or symptoms of mental illness, such as, say, unwarranted terror or traumatic disappointment.
Consider the idea that a game makes me "feel loved." I can easily understand that a person would have nostalgia for a game he spent a lot of his youth playing. But when a person tells me he thinks the game loves him — or even that a participant in a mas sively multiplayer on-line game "loves" him — I start thinking "ther apy."
Does a corporation that puts its advertising in a on-line game want the user to feel loved? If it did, it would presumably at the very least have to insert an ad that works.
Let's start with the basics. What makes an ad in a game effective? Trendwatching can get us started:
"In-game communication [such as advertisement] should always facilitate escapism ... There's a delicate balance between enhancing realism and obstructing escapism. Wizards with cola cans or aliens brandishing chocolate bars are almost certainly wrong."
In one respect, those who advertise in games are realists who have the advantage over idealists, cynics and Luddites; Nicholas Longano, CMO of Massive, describes the advantage: "If (the game is) set in the 20th century or beyond, you expect to see advertising. Advertising enhances the sense of realism," he tells Business Week.
Smart marketers know that if they can figure out a way to integrate their brand smoothly into the game's story line, there's a possibility they can get gamers to use their products and services. A 2005 study by Nielsen Interactive Entertainment found that in-game advertising increased players' awareness of the product by 60 percent. Product awareness isn't the same thing as product consumption, but it's enough to put a smile on the marketer's face.
Locate the role of the simulacrum in this quotation from MediaEdge: "The opportunity and challenge for brands is to figure out how to add something relevant to virtual worlds: providing players and inhabitants with experiences they actually enjoy and could even co-create with you."
I felt a shiver of simulacrum creepiness there. Can I really co-create with companies run by people who have 100,000 times the amount of assets I have? Does the owner of a chain of multi-million dollar seafood restaurants co-create with an oyster shucker? I doubt that happens even in the virtual world.
Let's look at the specs of ads imbedded in games. Games about race cars can have brands on the virtual cars or on billboards along virtual race tracks. One expects race cars to bear advertising to begin with, so when an ad appears on a virtual car, the ad seems perfectly realistic. Such an ad — one that seems to belong — is called "imbedded." It's one of the millions of details imbedded in a long believable storyline.
Virtual billboards can be changed at any time. Brands using them include Honda, Cingular, Reebok, Coca-Cola, Comcast, Honda, NBC, Verizon, Warner Bros., and a few jillion others.
In the NBA's cleverly named 2K6 video game, more than 200 of the virtual basketball players wear Nike shoes in the game. Users improve their performance by collecting various types of Nike shoes and storing them in the game's "Nike Shoe Locker."
The PC game of the television show "CSI" was a collaboration between Visa and Ubisoft that resulted in a game plotline in which credit-card fraud protection was a central motif. Visa got 10 minutes of exposure in the game CSI 3: Dimensions of Murder. Nokia and General Motors also worked in ads.
Before we get stuck in games, let's look at imbedded, as well as pretty much open, advertising in virtual "being spaces." A being space, such as the 50-million user Habbo Hotel, is a virtual meeting place where people can communicate with friends or strangers online and engage in a multitude of online tasks and diversions. Being spaces aren't games that one wins or loses. Consider them gigantic online communities.
Each of the 50 million regular users of Habbo Hotel creates an online persona called a "Habbo." Habbos explore the hotel and create and decorate their rooms with furniture ("furni") that are purchased with "Habbo credits." Habbo credits are paid for with real-world credit cards, whether mom's or dad's or the user's.
Habbo rooms can be named after an advertiser. The advertiser's virtual billboard is placed in its virtual hotel room. The virtual maids and personnel who come and go in the room speak ad lines that promote the product.
In Habbo Hotel Germany, L'Oreal's Party Proof Gel opened two sponsored rooms: the Party Proof Club and the Party Proof Lounge. At mid-year, the first had been visited by 174,920 users and the second by 99,996.
In Canada, Habbo Hotel leased its largest club space to "Miles Thirst," a Habbo who's a virtual walking, talking advertisement for Sprite. Not only does Miles have Club Thirst, he has "virtual pouring rights" in Canada's Habbo Hotel, meaning Sprite's the only virtual soft drink users can get there.
Miles Thirst opens up his penthouse to all Habbos twice a week. If you visit, you get two Habbo credits, which are worth 40 cents in real-world money.
Sprite ran a television commercial for its Habbo Hotel set-up on MuchMusic. After that, Club Thirst became the most popular site in Habbo Hotel.
Here we come to another simulacrum creepiness moment. Most people are aware of risks that can arise when users start to think of virtual characters as actual flesh-and-blood people. There's a host of users who adore the set of electrons that is Miles Thirst. "Miles" has gotten more than 9,000 emails. Many include accounts of very personal experiences and of daydreams and fantasies that center on Miles. I realize we're mainly talking about kids here. But when a kid is expressing intense personal emotions to an ad, what's going on? Is the kid all right?
Speaking of kids, there's concern about advertising in the Neopets site, since it's geared towards children. The site draws 70 million Neopet owners ("Neopians"). They can communicate electronically with each other, and play more than 160 games in several zones. Zones and games are sponsored by such companies as Nestlé, McDonald's, General Mills, Atari, Frito-Lay and Disney. Neopets is itself owned by the monster corporation Viacom.
I don't know that I necessarily find all this troubling. In an age when every consumer is disconnected from every other consumer in the material world, it may be helpful if some consumers find solace in the ad-imbedded virtual world. And I know that marketers have to earn a living.
If one has a concern, one can look toward the source of the marketer's clout: the corporation. Aside from the occasional Enronesque fiasco, the corporation is always silent.
Don't shoot daggers at the player; don't rage at the imbedded ad. Ponder what is imbedded within the imbedded ad.
If the corporation wants me to believe the corporation loves me and co-creates with me, I may find myself wondering what the corporation really wants to do to me. The corporation is the entity on which I depend for my shelter, water, food, clothing, heat and health care. Can I afford to ignore its moves — however imbedded they may be?
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