Clement Rage
Pro Adventurer
Sup folks. I don't really have much of a point here, just musings. Objective criticisms came up in a recent Lucrecia thread, in which I may have been unnecessarily mean to TTM, and they're kind of trending right now in angry Wheel of Time TV reviews (Don't have Amazon Prime and have no plans to change that, it just came up because I saw some of them.)
"Objectively bad" is something of a buzzword on Youtube these days, but, as someone on an even nitpickier forum I lurk on pointed out, it's actually something of a contradiction. "Objective" means not having a value judgment, while "flawed" is inherently a value judgment.
We can't abandon standards entirely, but once you get passed the level of unintentional spelling errors, what is and is not flawed becomes highly contextual, based on the intent of the text, (and of course, the viewer's perspective of what the author intended for the text.) A large part of this is how much time the viewer is willing to invest, and whether they choose to invest that time in breaking or propping up a work.
You do need some standards. But applying them too strictly is a problem in itself, because you end up box ticking instead of examining the context.
Hollywood has a big problem with this, because a guy named Syd Field wrote a book with a rigid formula for screenwriting, which became the 'screenwriter's bible' and a big contributor to Hollywood's notorious lack of creativity. It's not (necessarily) because they're evil, it's because if you are a big studio, you get sent 25,000 scripts a year, you can only make 50, you need a quick and dirty way to cut the wheat from the chaff. So that book became 'how to get your script through the studio system' rather than 'how to make a good story'. And then people started using it as a critical tool rather than a commercial chaff cutter, which leads to execs doing stupid things like mandating two hour timelines on stories that are obviously unsuited for them, which is how you get idiocy like trying to make a two hour movie of the Dark Tower, or Peter Jackson having to fight tooth and nail to convince execs that you can't boil down LOTR to two hours and still have something coherent.
You can nail down faults sometimes, but whether they matter or not depend largely on whether the viewer cares about the specific fault. Hand me any given story, and I can probably break it if I want to. Do I want to? That is the question.
And then we have the internet culture where performative rage gets you clicks. Your opinions on a work of fiction become your brand, and deviating from it has potential financial implications. Criticisms that are funny and repeatable gain a lot of traction, regardless of whether they are true or not. Memes become very powerful, and something repeated often enough becomes true without ever being based on the text.
Writing 'rules' are talked about as truth, when they are usually contextual. Chekhov's gun is useful to keep in mind but he was writing short plays, where there is no space for detail. Adhere to it rigidly, and you can't put a red herring in a crime novel or do worldbuilding in high fantasy. It's easier as a critic to talk about how specific story doesn't follow a rule than it is to think about why that's the case, or what the rule is for in the first place.
So, where do we get our standards, when they are so easily exploited to gatekeep and destroy arbitrarily? (For the purposes of full disclosure of my competing interests, the two most accessible examples of toxic fanbases destroying good things (and causing real harm to real people as a result) that come to mind for me are the Star Wars Prequels and the DCEU). I'll try not to use too many examples from those, but it's hard to find a frame of reference that people will both catch the reference and not be sidetracked by it. My benchmark for good writing is the Legacy of Kain series, but most people don't know it well enough to for illustrative examples to work, because they require too much context.
Thank you for reading this wall of text of blindingly obvious things. I'm going to come back to this, but if anyone has any thoughts I'm interested in hearing them.
[end of part 1]
"Objectively bad" is something of a buzzword on Youtube these days, but, as someone on an even nitpickier forum I lurk on pointed out, it's actually something of a contradiction. "Objective" means not having a value judgment, while "flawed" is inherently a value judgment.
We can't abandon standards entirely, but once you get passed the level of unintentional spelling errors, what is and is not flawed becomes highly contextual, based on the intent of the text, (and of course, the viewer's perspective of what the author intended for the text.) A large part of this is how much time the viewer is willing to invest, and whether they choose to invest that time in breaking or propping up a work.
You do need some standards. But applying them too strictly is a problem in itself, because you end up box ticking instead of examining the context.
Hollywood has a big problem with this, because a guy named Syd Field wrote a book with a rigid formula for screenwriting, which became the 'screenwriter's bible' and a big contributor to Hollywood's notorious lack of creativity. It's not (necessarily) because they're evil, it's because if you are a big studio, you get sent 25,000 scripts a year, you can only make 50, you need a quick and dirty way to cut the wheat from the chaff. So that book became 'how to get your script through the studio system' rather than 'how to make a good story'. And then people started using it as a critical tool rather than a commercial chaff cutter, which leads to execs doing stupid things like mandating two hour timelines on stories that are obviously unsuited for them, which is how you get idiocy like trying to make a two hour movie of the Dark Tower, or Peter Jackson having to fight tooth and nail to convince execs that you can't boil down LOTR to two hours and still have something coherent.
You can nail down faults sometimes, but whether they matter or not depend largely on whether the viewer cares about the specific fault. Hand me any given story, and I can probably break it if I want to. Do I want to? That is the question.
And then we have the internet culture where performative rage gets you clicks. Your opinions on a work of fiction become your brand, and deviating from it has potential financial implications. Criticisms that are funny and repeatable gain a lot of traction, regardless of whether they are true or not. Memes become very powerful, and something repeated often enough becomes true without ever being based on the text.
Writing 'rules' are talked about as truth, when they are usually contextual. Chekhov's gun is useful to keep in mind but he was writing short plays, where there is no space for detail. Adhere to it rigidly, and you can't put a red herring in a crime novel or do worldbuilding in high fantasy. It's easier as a critic to talk about how specific story doesn't follow a rule than it is to think about why that's the case, or what the rule is for in the first place.
So, where do we get our standards, when they are so easily exploited to gatekeep and destroy arbitrarily? (For the purposes of full disclosure of my competing interests, the two most accessible examples of toxic fanbases destroying good things (and causing real harm to real people as a result) that come to mind for me are the Star Wars Prequels and the DCEU). I'll try not to use too many examples from those, but it's hard to find a frame of reference that people will both catch the reference and not be sidetracked by it. My benchmark for good writing is the Legacy of Kain series, but most people don't know it well enough to for illustrative examples to work, because they require too much context.
Thank you for reading this wall of text of blindingly obvious things. I'm going to come back to this, but if anyone has any thoughts I'm interested in hearing them.
[end of part 1]