REVIEW (Part II): Special Issue of Journal of Tolkien Research 3.3
This is the second part of my review of JTR's special issue on "Authorizing Tolkien" -- the first part can be found here. Not to keep anyone in suspense, but let me say that I really liked what this issue is doing. The following are all high quality articles and, although I have a special place in my heart for the piece by Thumma-Walls, every following piece certainly deserves a perusal.
Reid, Robin A., and Michael D. Elam. “Authorizing
Tolkien: Control, Adaptation, and Dissemination of J. R. R. Tolkien’s Works.” Authorizing Tolkien. Spec. issue of Journal of Tolkien Research 3.3 (2016):
1-10. Web.
The
editors' introduction. The issue of “adapting” a work, especially when the
themes of that adaptation differ from the original author’s, is a highly vexed
question. The editors argue that “one needn’t be alarmed by adaptations” (2)
because we should see the act of “borrowing as one that has analogies—even if
not perfect—in a long view of literary history” (2). The “translation paradigm”
of adaptation which posits faithfulness to the original as the highest virtue
is inadequate (5). Early work on Tolkien often tried to distinguish between
fandom and Serious Literature, and the editors think this a mistake, especially
as fans are the most important adapters. I certainly agree.
Young, Helen. “Digital Gaming and Tolkien,
1976-2015.” Authorizing Tolkien.
Spec. issue of Journal of Tolkien
Research 3.3 (2016): 1-22. Web.
This one's a straight-forward look at gaming in Tolkien. Although post-2000 discussion of
digital gaming is common, “[g]aming and Middle-earth have been entangled in
since the mid-1970s” (2 [sic]). Like 21st- century game connecting
“their products with existing movie franchises,” 20th-century gaming
did the same (5). “The Lego digital games and brick sets are illustrative of an
overall shift in the franchise towards the family market which was initially
marked by LOTR: Aragorn’s Quest (2010)”
(14), a move into the children’s and family market which Young thinks “makes
commercial sense” (14). Middle-earth was a great setting for these game because
“the complexities of Tolkien’s world brought depth and meaning to games that
either entirely lacked or had only very rudimentary graphics to help players’
imaginations” (19). Overall, Young's piece is a great example of "I would never write this, but it sure is nice that someone else did" genre of academic work, and it's a valuable reference for anyone interested in this subject
Brown, Adam and Deb Waterhouse-Watson. “Playing
with the History of Middle-Earth: Board Games, Transmedia Storytelling, and The Lord of the Rings.” Authorizing Tolkien. Spec. issue of Journal of Tolkien Research 3.3 (2016):
1-32. Web.
Specifically
concentrating on board games, these authors
note that “a once relatively isolated hobby has become a globalized subculture”
(1). Tolkien, the games, and Jackson have all given “rise to
complex transmedia processes of narrative construction and gamer identification" (2). The major objects of study here for a“close analysis of the
transmedia intertextualities” are two major board games, Reiner Knizia’s Lord of the Rings (2000) and the war
strategy game War of the Ring (2000,
2004).
The authors' central claim is
that although the new narratives created during the course of game-playing never
become canon, they nonetheless "offer different means to engage with aspects of
the storyworld, from perspectives often not offered in more ‘conventional’
narrative modes” (25). For example, “[t]ransmedia storytelling facilitates
considerably more diverse, flexible, and interactive frameworks within which
textual meanings are generated than traditional notions of ‘adaptation’ have
typically allowed (3). The major issue in the transmedia experience is how
“board games are (pre-)constructed and players are positioned to identify with
(or against) the characters within these narratives” (6). I found it interesting that the authors upheld the notion that an "implied reader" or "ideal recipient" is necessary in order to theorize about “gamer identification” (8) -- that's a classic component (and source of critique for) basic reader response theory. Also noteworthy, a significant conflict exists between
the game controlling the gamer’s experience and allowing the gamer freedom to
do what they like—which often leads to non-canonical things like elves fighting
dwarfs. Indeed, the principle of cooperation exemplified by the Fellowship
often gets undermined in competitive tabletop games. Knizia, for example, encourages
cooperation, but other games do not.
I don’t play such games
myself but, again, well-done piece.
Alberto, Maria. “‘The Effort to Translate’:
Fan Film Culture and the Works of J.R.R. Tolkien.” Authorizing Tolkien. Spec. issue of Journal of Tolkien Research 3.3 (2016): 1-40. Web.
Alberto takes up the
issue of fan-produced films -- and, considering the attitude of the Tolkien Estate towards fan works, I was surprised that there were any fan films. Alberto argues that fan “films are made primarily
for the kudos of fannish audiences where commercial films are made primarily to
generate cash, or revenue, for parent corporations” (28). That is to say, fan
films want the respect of fan community, and they do not have the burdens of
making profit or generating revenues—indeed, in order to stay within copyright,
they highlight their lack of financial compensation. Fan films are better at
direct “translation” of the source texts, meaning that they aim most often for
fidelity, whereas commercial films “adapt” films because they must incorporate
or delete those elements that could put their bottom lines at risk. (Tellingly,
Alberto doesn’t claim that this necessarily makes fan films better, although it does earn her
admiration.) “[F]an films are free to pursue the kudos approach of putting
Middle-earth on film in a way that commercial films cannot” (8). Alberto
specifically discusses the fan films Born
of Hope (Kate Madison 2009), Hunt for
Gollum (Chris Bouchard 2009), and The
Hobbit (TolkienEditor 2015)—which is especially notable by simply paring
down Jackson’s film trilogy to a single four-hour film.
One issue that Alberto might have pursued is the recent kerfluffle between Star Trek copyright and Trekkie fan films -- I would have been interested to see how those issues played out with Tolkien fan films. Still, I can't complain -- I certainly learned more than I ever thought I would about fan films!
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