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Fall 1999


Editorial
Monsters of Mediocrity
How many stars can the field of electronic art claim?
Not many, thank goodness.

by Mark J. Jones


Robert Wilson (l) and Philip Glass
Years from now, when authors write books on the history of electronic art, they will site Robert Wilson and Philip Glass as pioneers of a new artform. And this makes me very, very nervous.

The Glass/Wilson production of their 3D opera, Monsters of Grace, finally came rolling through Toronto in April, along with an onslaught of advertisements and full page feature articles in almost all newspapers – including a four-page pull-out in Toronto’s entertainment weekly. Along with the hype came the usual expectations of something beyond the simple eye-candy-of-the-day, perhaps something which inspired, made the audience look at the fusion of music and 3D graphics in new ways, enough to make other artists better their own craft. The ongoing comparisons between Monsters of Grace and Einstein on the Beach, Glass and Wilson’s 1970s production which was something of a theatrical revolution for its time, followed the production with its tour. A word-of-mouth campaign also followed the show’s tour for about a year and a half, as it went from city to city, that the show was continuing to evolve and change as it went, becoming something a little different from the performance before it.


The audience on the opening night of
Monsters of Grace in Los Angeles
Monsters of Grace represented for Glass and Wilson a chance to work in a new medium. With the libretto of Glass’ composition selected from the poetry of 13th century Persian Sufi mystic Jalaluddin Rumi, Wilson’s direction fused Glass’ music with the construction of a series of 13 computer animated films, projected on a screen above the musicians and singers, presented in 3D. Now, in Toronto, as the audience donned their 3D glasses, they were to be presented with a series of images, some quite abstract, synchronized to the music, for what was supposed to be an experience which challenged notions of art the way Einstein on the Beach did.

Not a chance.

By the time both performances
in Toronto were over,
Monsters of Grace was almost universally
disliked.
Flashback to Spring 1998. CyberStage published Monsters of Immersion by Randall Packer, a review of the premiere performance of Monsters of Grace at Royce Hall in Los Angeles. The article was to quickly become one of the most popular on the site, and with good reason. What made Packer’s article interesting was that it was not just a thoughtful critique – and to be fair, praise – of the performance and its creation process, but also a speculation as to what it might become given its evolutionary nature. It was also a call to its creators not to ignore the unique hybrid of 3D computer graphics and live performers which existed in its first incarnation (version 1.0). In the months that followed, later versions of Monsters of Grace became strictly a 3D movie with a live music and vocal performance, a direction in which the creators stated publicly they wished to take it. This was the form it took by the time it came to Toronto, the last stop on its international tour.

But by the time both performances in Toronto were over, Monsters of Grace was almost universally disliked. I won’t say hated or even panned, but disliked. Disliked in the sense that it didn’t even represent something to get angry about. It was dismissed. After speaking to many people who saw the show, the common comment was that it was not even memorable enough to get worked up about. Several people booed. While a few people did give it a standing ovation, it wasn’t clear if they were standing because they thought the work was a masterpiece or because they liked the attention.

What made Monsters of Grace so difficult to enjoy was the lack of connection between its various elements. Oftentimes the music and the images did not have an apparent relationship, forcing the audience to choose which they wanted to pay more attention to. The computer-generated images were often flat and gratuitous, certainly not of the caliber that today’s Hollywoodized audiences are used to when it comes to computer animation. It wasn’t clear if this was an aesthetic choice of the director or a reflection of lack of resources or time. The film’s print itself was so dirty that the small sea of speckles that went along with many of the sequences distorted the 3D effect.

Some sequences worked better than others. "Don’t Go Back to Sleep" was sent against a suburban landscape, seemingly a still image with trees in the foreground while houses peeked from behind. As the lyrical music continued to play in monotonous but surprisingly effective – almost hypnotic – tones, it became apparent that the camera had been slowly closing in on the houses, moving past the trees, to reveal a young boy riding a bike on the path below. The music and the imagery, combined with the zooming in of the camera at such a slow rate that it was completely unnoticeable at first, produced a stirring effect that gave a glimpse of the kind of effect work like this could have. Sadly, on the whole it still came across as an experiment or a work-in-progress, and an expensive one at that at $75 for a 73 minute show (phone sex is cheaper).

This isn’t to say that a lack of relationship between a show’s elements is always a bad idea – it can provoke curiosities around the juxtapositions of oddly-placed pieces as a way of shaking up sensibilities – but it still has to be clear. In most cases, Monsters of Grace was just vague. Many proponents of so-called visual theatre make the claim that the choice between abstract imagery and other seemingly disconnected elements is a deliberate choice of the artist to allow audience members to inject their own sense of meaning. But this is often stated as if the artist himself is devoid of any the responsibility of the reaction to their own work, and that if an audience doesn’t get it, well then, they’re probably not sophisticated enough to understand it. Right.


Philip Glass Composes
for Monsters of Grace
While the performance itself was generally dismissed, what was truly striking – and should not be dismissed at all – was the remarkable level of ignorance Philip Glass expressed in the cultural and artistic roots of their work during a post-performance interview with Canadian filmmaker Atom Egoyan. Repeatedly, he referred to Monsters of Grace as being representative of a new artform which he and Wilson were creating. He showed little knowledge of the poetry of Rumi or of the surrounding culture from which it came beyond his own personal interpretation of it. At one point, an audience member had to answer a question for him regarding what some of the historical context was to Rumi’s work. Indeed, by the end of the interview, Glass came off looking a little silly and not in any position to speak of the cultures from which he borrowed to make this work.

Packer’s Monsters of Immersion article received some criticism that the creators of Monsters of Grace continued to imply that what they were doing was a new form of art. Some believed that this showed a lack of awareness or acknowledgment of other work which has been going on in this field for a long time. The criticism is valid. Not to consider the work done by such groups as The George Coats Performance Group, The Gertrude Stein Repertory Theatre, or by the Institute for the Exploration of Virtual Realities at the University of Kansas is to deny them their fair place in the history of art and their valuable contribution to it. The problem, of course, is that when someone as famous as Philip Glass continues to say that he and Wilson are the first ones to do this, some people are eventually bound to believe him, and that becomes that – the books are written.

Stars who help to
popularize age-old traditions
and its surrounding culture
often come across as
tourists in themselves.
And so, to dismiss the work becomes as dangerous as to exalt it. Each becomes its own way not to look deeper into the issues and pursuit of excellence that every artist claims (okay, maybe not every artist), and to question the roots of and the ebb and flow of the dynamic nature of art. Like Madonna suddenly discovering Indian culture, stars who help to popularize age-old traditions and its surrounding culture often come across as tourists in themselves, reducing entire histories to fads like the Rubic’s Cube for financial gain.

For me, this was in some ways a realization of how lucky we in electronic art are still not to be dogged by a star system. Yes, one of the results (or perhaps causes) of this is that, on the whole, the work continues to be looked at as obscure, academic, not appealing to popular tastes. But this will change in time, and eventually pop culture will embrace some electronic artists the same way it embraced Andy Warhol, changing the face of the artform faster and more profoundly than even the change of the technology itself has so far.

So let’s take advantage of this period, while we can, and continue to document our history while there is still a relatively level playing field. In ten years time, we could be seeing the faces of George Lucas and Bill Gates on the cover of our history books.

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