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	Comments on: When Sound Destroyed the Art of Film	</title>
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	<link>https://www.jesperjuul.net/ludologist/2009/01/19/when-sound-destroyed-the-art-of-film/</link>
	<description>My name is Jesper Juul, and I am a Ludologist [researcher of the design, meaning, culture, and politics of games]. This is my blog on game research and other important things.</description>
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		By: “Pure cinema”: Why Alfred Hitchcock thought the best films are silent .. from BigThink Tim Brinkhof - Tom Bettenhausen&#039;s		</title>
		<link>https://www.jesperjuul.net/ludologist/2009/01/19/when-sound-destroyed-the-art-of-film/comment-page-1/#comment-109517</link>

		<dc:creator><![CDATA[“Pure cinema”: Why Alfred Hitchcock thought the best films are silent .. from BigThink Tim Brinkhof - Tom Bettenhausen&#039;s]]></dc:creator>
		<pubDate>Tue, 05 Sep 2023 13:24:09 +0000</pubDate>
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					<description><![CDATA[[&#8230;] knew and loved. “No power of speech is comparable to the descriptive value of photographs,” protested the silent filmmaker Paul Rotha, whose celebrated work risked turning obsolete. “Immediately a [&#8230;]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] knew and loved. “No power of speech is comparable to the descriptive value of photographs,” protested the silent filmmaker Paul Rotha, whose celebrated work risked turning obsolete. “Immediately a [&#8230;]</p>
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		<title>
		By: The Four Theories of Fun &#124; The Ludologist		</title>
		<link>https://www.jesperjuul.net/ludologist/2009/01/19/when-sound-destroyed-the-art-of-film/comment-page-1/#comment-104312</link>

		<dc:creator><![CDATA[The Four Theories of Fun &#124; The Ludologist]]></dc:creator>
		<pubDate>Thu, 13 Nov 2014 15:16:04 +0000</pubDate>
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					<description><![CDATA[[&#8230;] to the prescriptive, and claim that because games are defined by the presence of rules, all games  should be centered on rules, with all other possible design elements (say, Fiction) being negative agents that dilute the [&#8230;]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] to the prescriptive, and claim that because games are defined by the presence of rules, all games  should be centered on rules, with all other possible design elements (say, Fiction) being negative agents that dilute the [&#8230;]</p>
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		<title>
		By: Aubrey Harley		</title>
		<link>https://www.jesperjuul.net/ludologist/2009/01/19/when-sound-destroyed-the-art-of-film/comment-page-1/#comment-53429</link>

		<dc:creator><![CDATA[Aubrey Harley]]></dc:creator>
		<pubDate>Mon, 09 Mar 2009 01:28:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=533#comment-53429</guid>

					<description><![CDATA[Looking at this analogy I would have to say that the arguments are dissimilar. My main argument is that cut-scenes as they are right now interrupt the game. This would be more like the breaks in a silent film where the dialogue was presented rather than the sound that was added later on.

If a new way to blend narrative and gameplay was to be used, and a cry of disapproval was made, then I would relate the two. That would be the sound that destroyed art of games. But to my knowledge such a blend is not yet realized. Personally I like sound in my movies; I would be welcome to a non-interrupting narrative in my game.]]></description>
			<content:encoded><![CDATA[<p>Looking at this analogy I would have to say that the arguments are dissimilar. My main argument is that cut-scenes as they are right now interrupt the game. This would be more like the breaks in a silent film where the dialogue was presented rather than the sound that was added later on.</p>
<p>If a new way to blend narrative and gameplay was to be used, and a cry of disapproval was made, then I would relate the two. That would be the sound that destroyed art of games. But to my knowledge such a blend is not yet realized. Personally I like sound in my movies; I would be welcome to a non-interrupting narrative in my game.</p>
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		<title>
		By: Fran		</title>
		<link>https://www.jesperjuul.net/ludologist/2009/01/19/when-sound-destroyed-the-art-of-film/comment-page-1/#comment-53404</link>

		<dc:creator><![CDATA[Fran]]></dc:creator>
		<pubDate>Sat, 31 Jan 2009 17:15:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=533#comment-53404</guid>

					<description><![CDATA[If stories are really about people and how they interact, then a story without speaking seems unnatural.  Sure, social interactions can be shown with just pictures, but that&#039;s weird because that&#039;s not how it happens in real life.  In real life, people talk.  The stories of life happen through talking.

Similarly, in games that have stories without cutscenes, your interactivity with the narrative is usually exploration.  The story is fixed and you can explore it.  But doesn&#039;t that feel unnatural too?  In real life, people make choices.  The stories of life happen through your choices.  And an interactive story without choice seems like a story without dialog.  It can be done and done well, but doesn&#039;t seem like how it happens in real life.

Or did I miss the point?]]></description>
			<content:encoded><![CDATA[<p>If stories are really about people and how they interact, then a story without speaking seems unnatural.  Sure, social interactions can be shown with just pictures, but that&#8217;s weird because that&#8217;s not how it happens in real life.  In real life, people talk.  The stories of life happen through talking.</p>
<p>Similarly, in games that have stories without cutscenes, your interactivity with the narrative is usually exploration.  The story is fixed and you can explore it.  But doesn&#8217;t that feel unnatural too?  In real life, people make choices.  The stories of life happen through your choices.  And an interactive story without choice seems like a story without dialog.  It can be done and done well, but doesn&#8217;t seem like how it happens in real life.</p>
<p>Or did I miss the point?</p>
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		<title>
		By: grant wythoff		</title>
		<link>https://www.jesperjuul.net/ludologist/2009/01/19/when-sound-destroyed-the-art-of-film/comment-page-1/#comment-53399</link>

		<dc:creator><![CDATA[grant wythoff]]></dc:creator>
		<pubDate>Thu, 29 Jan 2009 15:25:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=533#comment-53399</guid>

					<description><![CDATA[Two points:

1) From the texts I&#039;ve read out of the so-called silent era, it seems that the majority of critics and film practitioners looked at the possibility of mechanical sound synchronization to moving images as inevitable.  While Bazin&#039;s claim that sound film fulfils the prophecy of the cinema (&quot;Myth of Total Cinema&quot;) seems a bit overblown, if we look at many pre-cinematic optical devices we can see a deep history of sound accompaniment--phantasmagorias with glass harmonicas, chronophotography of speaking people with actors providing speech from behind the screen, etc.  So this Paul Rotha quote (as well as others we could probably find from the avant-garde, cinephiles, etc) could be seen as an exception rather than the norm.  

2)  I&#039;ve always found interesting the ways in which the establishment of sound film is elided with the establishment of classical hollywood narrative in a lot of film history.  The coming of sound destroys the hope the avant-garde had for a revolutionary, non-narrative medium, it solidifies techniques of continuity between cuts, etc etc.  So while sound raises questions about the specificity of cinema as a medium, narrative as such for both games and film seems to be less a question of apparatus specificity than one of modalities of these media, or how shifts in the apparatus effect on the &quot;content&quot; of the medium.  So along these lines, we could think of something like the Wiimote--something which more fully projects the movements of the body into a game world.  This seems to me to be a clear instance of a shift in the nature of the apparatus that has a direct effect on this troubled relationship between game and narrative--the vast majority of games I&#039;ve played on the Wii have little to no narrative aspirations, and perhaps this is a product of the Wiimote.  Though others may disagree?]]></description>
			<content:encoded><![CDATA[<p>Two points:</p>
<p>1) From the texts I&#8217;ve read out of the so-called silent era, it seems that the majority of critics and film practitioners looked at the possibility of mechanical sound synchronization to moving images as inevitable.  While Bazin&#8217;s claim that sound film fulfils the prophecy of the cinema (&#8220;Myth of Total Cinema&#8221;) seems a bit overblown, if we look at many pre-cinematic optical devices we can see a deep history of sound accompaniment&#8211;phantasmagorias with glass harmonicas, chronophotography of speaking people with actors providing speech from behind the screen, etc.  So this Paul Rotha quote (as well as others we could probably find from the avant-garde, cinephiles, etc) could be seen as an exception rather than the norm.  </p>
<p>2)  I&#8217;ve always found interesting the ways in which the establishment of sound film is elided with the establishment of classical hollywood narrative in a lot of film history.  The coming of sound destroys the hope the avant-garde had for a revolutionary, non-narrative medium, it solidifies techniques of continuity between cuts, etc etc.  So while sound raises questions about the specificity of cinema as a medium, narrative as such for both games and film seems to be less a question of apparatus specificity than one of modalities of these media, or how shifts in the apparatus effect on the &#8220;content&#8221; of the medium.  So along these lines, we could think of something like the Wiimote&#8211;something which more fully projects the movements of the body into a game world.  This seems to me to be a clear instance of a shift in the nature of the apparatus that has a direct effect on this troubled relationship between game and narrative&#8211;the vast majority of games I&#8217;ve played on the Wii have little to no narrative aspirations, and perhaps this is a product of the Wiimote.  Though others may disagree?</p>
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		<title>
		By: JP		</title>
		<link>https://www.jesperjuul.net/ludologist/2009/01/19/when-sound-destroyed-the-art-of-film/comment-page-1/#comment-53390</link>

		<dc:creator><![CDATA[JP]]></dc:creator>
		<pubDate>Sat, 24 Jan 2009 19:41:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=533#comment-53390</guid>

					<description><![CDATA[Definitely a nice challenge to various essentialist assumptions.

The analogy breaks down, I think, at the respective paradigm rifts.  &quot;Sound&quot; and &quot;moving image&quot; are different media, while &quot;narrative&quot; and &quot;system&quot; are different patterns.  The dynamics of merging media and merging patterns are in turn very different.

In modern games we have many cases where interactivity is suspended entirely while narrative is delivered.  Even as sound and speech were reshaping film back in the 1920s and 30s, we never saw sections of films where the visuals would go black and audio would carry the drama for a while.

So I&#039;d hesitate to say that the story-free, game-qua-game will ever become a thing of the past the way silent films have.  The persistence of the former seems to demonstrate that interactivity has more of a separate existence from narrative.]]></description>
			<content:encoded><![CDATA[<p>Definitely a nice challenge to various essentialist assumptions.</p>
<p>The analogy breaks down, I think, at the respective paradigm rifts.  &#8220;Sound&#8221; and &#8220;moving image&#8221; are different media, while &#8220;narrative&#8221; and &#8220;system&#8221; are different patterns.  The dynamics of merging media and merging patterns are in turn very different.</p>
<p>In modern games we have many cases where interactivity is suspended entirely while narrative is delivered.  Even as sound and speech were reshaping film back in the 1920s and 30s, we never saw sections of films where the visuals would go black and audio would carry the drama for a while.</p>
<p>So I&#8217;d hesitate to say that the story-free, game-qua-game will ever become a thing of the past the way silent films have.  The persistence of the former seems to demonstrate that interactivity has more of a separate existence from narrative.</p>
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		<title>
		By: Jose Zagal		</title>
		<link>https://www.jesperjuul.net/ludologist/2009/01/19/when-sound-destroyed-the-art-of-film/comment-page-1/#comment-53388</link>

		<dc:creator><![CDATA[Jose Zagal]]></dc:creator>
		<pubDate>Thu, 22 Jan 2009 23:15:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=533#comment-53388</guid>

					<description><![CDATA[What happens when you reverse the argument? Ie, you can&#039;t have a film WITHOUT sound? 

Essentially, given that people argue that they KNOW what the medium is, they also protect its purity from substraction. Think of how many people who argue that X is not a game because it doesn&#039;t have {a winning condition, score, goals} or {isn&#039;t played on a console, doesn&#039;t have a controller, etc.}. Yes, I know that you&#039;re talking about intersecting media, yet the dissecting(?) question can also be productive. :-)]]></description>
			<content:encoded><![CDATA[<p>What happens when you reverse the argument? Ie, you can&#8217;t have a film WITHOUT sound? </p>
<p>Essentially, given that people argue that they KNOW what the medium is, they also protect its purity from substraction. Think of how many people who argue that X is not a game because it doesn&#8217;t have {a winning condition, score, goals} or {isn&#8217;t played on a console, doesn&#8217;t have a controller, etc.}. Yes, I know that you&#8217;re talking about intersecting media, yet the dissecting(?) question can also be productive. :-)</p>
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		<title>
		By: Souvik		</title>
		<link>https://www.jesperjuul.net/ludologist/2009/01/19/when-sound-destroyed-the-art-of-film/comment-page-1/#comment-53387</link>

		<dc:creator><![CDATA[Souvik]]></dc:creator>
		<pubDate>Wed, 21 Jan 2009 16:02:19 +0000</pubDate>
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					<description><![CDATA[Thanks Jesper. Yes, the dissimilarity lies in the media-specificity of the &#039;other&#039; ... but the medium itself is an emergent element as Kate Hayles says. To cut to the chase, I agree with you. May I suggest Deleuze&#039;s Cinema 2 on another position that problematises the easy binarisms of the talkie vs silent movies. A google book search should take you to the relevant pages. Your comment made me dig it up again.]]></description>
			<content:encoded><![CDATA[<p>Thanks Jesper. Yes, the dissimilarity lies in the media-specificity of the &#8216;other&#8217; &#8230; but the medium itself is an emergent element as Kate Hayles says. To cut to the chase, I agree with you. May I suggest Deleuze&#8217;s Cinema 2 on another position that problematises the easy binarisms of the talkie vs silent movies. A google book search should take you to the relevant pages. Your comment made me dig it up again.</p>
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		<title>
		By: Jesper		</title>
		<link>https://www.jesperjuul.net/ludologist/2009/01/19/when-sound-destroyed-the-art-of-film/comment-page-1/#comment-53386</link>

		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Wed, 21 Jan 2009 03:01:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=533#comment-53386</guid>

					<description><![CDATA[Thanks all for replying.

I guess it was a slightly mysterious post, and it wasn&#039;t at all supposed to be about games and narratives.

What I found fascinating was that I realized that the kind of early argument about &quot;games are destroyed by adding ingredient x&quot; is in many way similar to arguments made about other media:

* Film: Film should not have sounds as it detracts from the core strength of film - images.

* Music: Music should not have lyrics as it detracts from the pure music.

* Painting: Painting should really about the flatness of the canvas.

... and so on.


Souvik, all these arguments are on some level similar in that they claim to know 1) what the medium _really_ is and also veer a little towards 2) protecting the &quot;purity&quot; of a given medium. 1) is better than 2), isn&#039;t it?

They are dissimilar in that the _other_ that the medium is being protected from (sound, lyrics, representation, narratives) are also very different things.]]></description>
			<content:encoded><![CDATA[<p>Thanks all for replying.</p>
<p>I guess it was a slightly mysterious post, and it wasn&#8217;t at all supposed to be about games and narratives.</p>
<p>What I found fascinating was that I realized that the kind of early argument about &#8220;games are destroyed by adding ingredient x&#8221; is in many way similar to arguments made about other media:</p>
<p>* Film: Film should not have sounds as it detracts from the core strength of film &#8211; images.</p>
<p>* Music: Music should not have lyrics as it detracts from the pure music.</p>
<p>* Painting: Painting should really about the flatness of the canvas.</p>
<p>&#8230; and so on.</p>
<p>Souvik, all these arguments are on some level similar in that they claim to know 1) what the medium _really_ is and also veer a little towards 2) protecting the &#8220;purity&#8221; of a given medium. 1) is better than 2), isn&#8217;t it?</p>
<p>They are dissimilar in that the _other_ that the medium is being protected from (sound, lyrics, representation, narratives) are also very different things.</p>
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		<title>
		By: mad		</title>
		<link>https://www.jesperjuul.net/ludologist/2009/01/19/when-sound-destroyed-the-art-of-film/comment-page-1/#comment-53385</link>

		<dc:creator><![CDATA[mad]]></dc:creator>
		<pubDate>Wed, 21 Jan 2009 02:42:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=533#comment-53385</guid>

					<description><![CDATA[can one have narrative without words?

i would not be surprised to learn that Mr. Rotha would also be indifferent to the type of narrative that one might imagine is missing from games of today; it is very doubtful that he would have been ignorant of operas or stage plays, the importance of spoken word to their narratives, and the similarities they would have shared with the new medium of movies.

while his main argument may be directed at sound, i would not underestimate the consequences it would have had on narrative, what that says about his underlying vision of what movies should be, and how that compares to the similar position on games.]]></description>
			<content:encoded><![CDATA[<p>can one have narrative without words?</p>
<p>i would not be surprised to learn that Mr. Rotha would also be indifferent to the type of narrative that one might imagine is missing from games of today; it is very doubtful that he would have been ignorant of operas or stage plays, the importance of spoken word to their narratives, and the similarities they would have shared with the new medium of movies.</p>
<p>while his main argument may be directed at sound, i would not underestimate the consequences it would have had on narrative, what that says about his underlying vision of what movies should be, and how that compares to the similar position on games.</p>
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