100 Years of Futurism

Futurist Manifesto

On February 20, 1909, French newspaper Le Figaro printed a piece called “The Founding and Manifesto of Futurism” on its front page — written by a relatively-unknown 32 year-old Italian poet named F.T. Marinetti. (I highly recommend taking a few minutes to read the full text.) The bombastic and incendiary tract sent shock waves through the European artistic community in its call for a total upheaval of preexisting artistic convention. The poet advocated the demolition of museums, libraries, and traditional morality. And in the ruins, Marinetti wanted to foster a new aesthetic called Futurism that would embrace technology and the modern psychology of the machine age, echoed in the famous line that “a roaring motor car which seems to run on machine gun fire is more beautiful than the Victory of Samothrace.” Although Picasso’s cubist paintings had ushered in the age of modern art years before Marinetti’s writing, the Manifesto articulated the Modernist ethos as a philosophy for all artistic pursuit, and in the process, provided a high-energy clarion call for the subsequent century’s avant-garde artists, social visionaries, trouble-makers, and all-around punks.

One hundred years later, Marinetti’s Manifesto no longer succeeds in épater les bourgeois, and many of its core ideas — once intended to stab directly into the eye of the aging establishment — sound like romanticized justifications for powerful forces of reactionary evil. The Futurists’ push to “glorify war” sounded righteous in the nationalistic atmosphere of the early 20th century but almost instantly became abominable as millions were slaughtered in the trenches of the Great War. Marinetti’s misogyny (”contempt for women”) and racism (comparing factory sludge to the breast-milk of a Sudanese wet nurse, for example) have not accompanied the arc of progressive Western society. Even Marinetti’s cavalier espousal of “the love of danger, the habit of energy and rashness” takes on a sinister ring as we seek to hose down the conflagration of the Bush presidency. Marinetti is often roundly dismissed as a proto-Fascist. True, he was an early supporter of Mussolini. And even if we counter that the poet eventually felt betrayed by his old pal when Fascist Italy took on a necrophilic infatuation with ancient Rome, you can still draw a straight line between the idea of Futurist “cleansing violence” to Nazi and Fascist Europe. And in our new battle against environmental depletion, Marinetti is again on the wrong side of history. He loves industrial waste and factory exhaust — his verse potential PR copy for the defenders of polluters on K Street.

The Manifesto does, however, contain sympathetic and benevolent ideas, but these have lost their impact for a totally opposite reason. Futurism now suffers from its success: the last century has been Marinetti’s. The Italian poet’s revolutionary embrace of automotive beauty is no longer novel in the shadow of dime-store hot-rod culture and widespread SUV mania. Marinetti’s preference for youth and novelty has morphed into the central philosophical engine to consumerist culture. Creative destruction is not just for poetry, but guided American capitalism to international dominance. Technology has permanently nestled into creative culture and can no longer be cleanly removed. The power-drill pulse of gabba music, for example, would surely overshadow the wildest ambitions of Russolo’s intonarumori. Like all great cultural innovators, Marinetti has seen his legacy suffer by being successfully subsumed. His angry manifesto now graces a million creased textbook pages — the kind of yellowed volumes he would want drowned in a diverted Venetian canal.

And like all prophets, he was completely wrong about the future. The Manifesto does not make specific predictions, but Marinetti tied the particulars of the Futurist aesthetic to his own historical circumstances. The idea of cacophonous technology is pure nostalgia: ancient dynamos may have been ear-piercing, but our cornucopia of truely life-integrated personal gadgets make no external sound at all. Marinetti heard the future as a bang, but the art of product design has offered a century of softer and softer whimpers. Our latest and greatest vision of the future wants technology to design itself out of the picture: eco-consciousness is poised to erase the modern era with the same scorn as Marinetti feels for classical times.

And yet, the Manifesto can still be a useful corrective for any contemporary artist and writer and thinker, with applicable lessons for this deeply Futurist-inspired future. Despite the familiarity of the Manifesto’s convictions, I still swoon in its romantic energy. Even in translation, Marinetti’s prose jabs against familiar rivals with the speed of a master pugilist, almost proto-gonzo. Thank god for the historical detail of good newspaper placement, or otherwise he could be easily charged with unbearable pretension and self-indulgence. But it is exactly Marinetti’s choice of romantic idealism over cynicism that allows the text to still feel alive today. His belief in belief comes in stark contrast to our sour generation, who protest equally at no one and everyone, spit at meaning, conviction, and hope. Ha, you say: these “suspect” virtues recently elected a president! That may be true, but they are still fundamentally unwelcome in the corrosive culture of cool that permeates every part of the youth culture experience. We are stuck in a strange corner: worshiping the romantic idealism of the past while immediately tearing down anyone attempting a modern analog.

The word “futurism” now regrettably refers mainly to Alvin Toffler types, sober armchair sociologists trying to predict coming waves of complex patterns for an audience of Sunday afternoon dreamers and long-term stock analysts. Marinetti had no aims on Nostradamus, but instead, aspired to be a kamikaze pilot nosediving towards stale convention, walking the walk, dreaming of poetic suicide — and yes, counting the days until “younger and stronger men” would throw him “in the waste paper basket like useless manuscripts!” So what would Marinetti think of our rotting shell of a pop culture, still looking to its 1960s Old Masters, judging all success against the unrepeatable case studies of Lennon/McCartney, Zimmerman/Dylan, Keroauc, slouching against the canonical ideas of 20th century art under the legitimizing banner of post-modernist sampling and pastiche. Marinetti’s call for constant artistic progress still inspires! But alas, the irony: when we waste “the best part of our strength in a useless admiration of the past,” this time Marinetti is part of the problem. To love Marinetti is to bury him. You cannot just kill your idols, but you must also burn your “Kill Your Idols” T-shirt.

Calls for Neo-Futurism will go unheeded, and I doubt I will see a day when artistic manifestos are screamed to the world from the front pages of a major daily news publication. The Futurist Manifesto, in the end, never embodied an eternal, absolute, and ahistoric philosophy, able to be adopted afresh by every waking generation, but instead is merely a single, well-executed love poem to the future of Marinetti’s present — a grip of the razor edge and sharpened point, a vivid dream of routing a long list of gray demons and sagging enemies, an artistic mission to realize the perfect human community. Marinetti seems more charming in the haze of hindsight — a contemporary version would rightly feel like an obnoxious demagogue — but admit your admiration: who does not dream of standing on the world’s summit and launching once again an insolent challenge to the stars!

W. David MARX
February 20, 2009

W. David Marx (Marxy) — Tokyo-based writer and musician — is the founder and chief editor of Néojaponisme.

Meeting Modernity 5

Meeting Modernity

Unearthed outside of the city of Sano in Tochigi-ken, this portrait photography series documents Japan as it engaged with modernization and commercial photography in the Meiji and Taishō Periods.

Ian LYNAM
July 9, 2008

Ian Lynam is a graphic designer living in Tokyo and the art director of Neojaponisme. His website is located at ianlynam.com. His new book, Parallel Strokes, on the intersection of graffiti and typography is available now.

Japan Enters the Typewriter Race

Kana'

The mustachioed romanizers of the Meiji period — from the Roman Character Association (羅馬字会) and their 1885 pamphlet “How to write Japanese in Roman characters” to Mori “Let’s just all speak English” Arinori — were the first to seriously make the argument that Japan’s writing system would be better abandoned than reformed. The idea was influential for the better part of a century among certain circles of Japanese society, and there’s still a Nihon Rōmaji Kyōkai (”Society for the Romanization of the Japanese Alphabet”, 日本ローマ字協会) in operation today. Shiga Naoya’s famous 1946 “Let’s all just speak French” proposal, however, was essentially the movement’s last hurrah.

1946, after all, was the year that the Ministry of Education announced gendai kanazukai (modern[ized] kana usage) and the tōyō (”general-purpose”) list of simplified kanji. These two changes swept away the most egregious archaisms and inconsistencies of written Japanese, depriving the Indo-Europhiles of the orthographic horror stories they were forced to fight against in the past. With only cerebral arguments on general principles left, groups opposing the kana-kanji-kana orthography faded into irrelevance as the Japanese economic miracle progressed.

But romanizers and modernizers were not the only ones who wanted to rebuild Japanese in the Imperial years. The Kanamojikai (カナモジカイ, “Kana Character Society”), founded in 1920 and still active, were inspired by the same issues — our children waste too much time learning kanji, our writing system doesn’t fit properly down linotype wires, etc. — but had, in a way, a more radical program than other groups worrying about these issues.

(There were no doubt many practical considerations behind the decision to spell “Rōmaji kyōkai” with as many kanji as possible — 羅馬字会 — not least the lack of public understanding at the time of how to read Roman characters, but dog food is dog food and someone has to take the first bite.)

The Kanamojikai’s aim was to convert the katakana syllabary into a form that that would let readers recognize words as gestalts, like readers of English and other alphabetic languages can. Kanji and hiragana were to be locked in the basement and never spoken of again.
Continued »

Matt TREYVAUD
February 21, 2008

Matt Treyvaud is a writer and translator living near Kamakura. He is Néojaponisme's Literature/Language editor and the proprietor of No-sword.

Macross: War in a Material World

Macross: War in a Material World

After the television series Superdimensional Fortress Macross debuted in Japan on October 3, 1982, the fantasy lives of Japanese geeks would never be the same. Originally conceived as a slapstick parody, Macross eventually evolved into an iconic sci-fi drama brimming with now-classic anime stereotypes: the introverted protagonist who’s a total klutz with the ladies, apocalyptic imagery, grand space battles, and the first portrayals of transforming robots that felt realistic. As one of the very first anime productions created by and for hard-core fans, the success of the series played a major role in defining and legitimizing the otaku as a consumer demographic. (A demographic, incidentally, that never tires of gleefully pointing out that the premier episode of Macross contains the very first use of the eccentric second-person pronoun “o-taku” [お宅] in an anime.) Most importantly, the series and its subsequent theatrical follow-up offered an updated take on the relentless rehashing of the Japanese World War II narrative: consumer culture as an antidote to militarism.

The basic plot: in the far-flung year of 1999, a massive, uninhabited spacecraft of extraterrestrial origin crash-lands on the fictional South Ataria Island located in the Ogasawara Island chain. The continually-warring nations of the Earth lay down their arms to study and rebuild the mysterious craft, code-naming it “Super Dimensional Fortress 1” for its apparent ability to “fold” space-time. Exactly a decade later, the once quiet island is home to a bustling metropolis of scientists, soldiers, and workers who are involved with the SDF-1 project. Although the re-construction effort for the ship was ostensibly funded by a global organization called “UN Spacy,” the social culture on-board the space fortress is unmistakably Japanese. The bridge crew is staffed by a bevy of energetic and uniformed office ladies, overseen by an absentminded, pipe-smoking ojiisan named Captain Global, while the ship is defended by all-male squadrons of stalwart “Valkyrie fighter” pilots who are portrayed with salaryman-esque dedication to their jobs and “country” (i.e., the SDF-1 itself).

The story starts on the day of the SDF-1’s official launching ceremony. Now re-christened the “Macross,” apparently in reference to its huge size, the ship is about to take its maiden flight under human control when the island comes under attack. An enormous fleet of alien invaders appears in the skies over the city, intent on reclaiming its lost property. During the confusion, the rookie crew activates the SDF-1’s as-yet untested Hyperspace Fold Drive, sending the ship to the edge of our solar system along with a huge chunk of the city, island, and ocean. Although temporarily safe from enemy attacks, the fold drive “folds in on itself” and vanishes during the process, stranding the ship in deep space with tens of thousands of civilian refugees on-board.

The situation of the Macross could be seen as an apt metaphor for the shock and sense of drift Japan must have felt at the end of World War II. The inhabitants of the SDF-1 end up reacting in the same way as the families of the animators nearly four decades earlier: by rebuilding. Before long, “Macross City” has been almost perfectly reconstructed within SDF-1’s cavernous interior. The city inside the SDF-1 is microcosm of Tokyo life as seen through the eyes of the show’s young creators. Romance blossoms in video game arcades while giggling ladies linger over panty purchases at lingerie shops. The streets are lined with toy stores, restaurants, and nightclubs. Fans queue for the concerts of comely teenage idol-girl Lynn Minmei, whose fluffy tunes tackle close-to-home issues like “zero-G love” and flirting with fighter pilots. Nary a nursing home, hospital, supermarket, waste-treatment plant, garbage dump, or anything remotely outside the scope of a teenage or twenty-something otaku’s interest makes an appearance. Many anime are set in vaguely-defined foreign locales. Not Macross: the portrayal of life aboard the SDF-1 is almost defiantly Japanese, an attempt by the creators to re-cast the narrative of Japan’s role in World War II within the context of their own comfortable modern consumer lifestyles.
Continued »

Matthew ALT
February 12, 2008

Matt Alt lives in the Mitaka district of Tokyo and is the co-author of Super #1 Robot: Japanese Robot Toys, 1972-1982 and Hello, Please! Very Helpful Super Kawaii Characters from Japan. His blog can be found at http://altjapan.typepad.com.

My Digital Me - Part One

Avatar

Part One: The Rise of the Avatar

The promise of virtual reality was built on a hardware revolution attempting to envelop individuals in three-dimensional, multi-sensorial experiences. By the mid-1960s, pioneers like Ivan Sutherland at MIT were designing head-mounted display systems and wired data gloves. In the late 1980s, a second wave of acolytes (including John Walker at Autodesk and Jaron Lanier at VPL Research) helped popularize this fascinating mix of science and science fiction. But beyond the goggles and the gloves, virtual reality never lived up to our initial expectations. When attention and capital shifted to supporting progress in networking and internet capabilities, virtual reality quietly shifted focus to educational applications, like simulations for the medical, military, and transportation industries. The dream that humans could be transported by technology into endless digital landscapes never fully evaporated: it found a strong ally with nascent computer gaming enthusiasts and game-based human proxies called avatars. Since their inception, avatars have evolved from simple line drawings to complex vector graphics imbued with much more than bits and bytes.

One of the first gamers to apply his competitive passion to the computer screen was Will Crowther. By 1973, Crowther was working for technology pioneer BBN — the company responsible for developing internet packet switching. In his spare time, Crowther enjoyed spelunking and rock climbing. He shaped these into Adventure (also known as Colossal Cave Adventure), an early computer game where a player moves through an imaginary cave using simple text commands and computer responses. In 1976 Don Woods at Stanford University’s artificial intelligence lab played the game and asked Crowther if he could enhance the experience. Together, they added code that let players pick up, use, or drop objects. They also included fantasy elements based on their shared interest in the classic role-playing game Dungeons and Dragons (D&D). By having players interact with characters like dwarves, elves, and trolls, Crowther and Woods abandoned the real world and directed players into early immersive role play.

Maze War
Maze War

Maze War was developed by Steve Colley at NASA’s Ames Research Center, introduced around the same time as Adventure. A shooting game, Maze War had a three-dimensional graphic interface and, with the help of co-workers who linked two computers together, multi-player gaming capabilities. Most interesting was that on screen, players were represented as eyeballs — a rudimentary sort of avatar. Maze War spawned the development of other multi-player games, many of which were based on fantasy role play and the popularity of D&D. Inspired by these, Roy Trubshaw and Richard Bartle — students at Essex University in England — developed the first multi-user text-based game in 1978. They named it MUD — “multi-user dungeon,” another nod to fantasy role play. Bartle described MUD as, “Originally little more than a series of interconnected locations where you could move and chat.” After several rewrites, MUD1 became highly interactive, providing a social network for like-minded gamers to battle monsters and create friendships, all within the context of a virtual medieval world. MUD1 became popular with students at Essex University and eventually with a global audience who could connect to the game through ARPANet. Just over a decade later, computer scientist James Apnes built on the success of MUDs with TinyMUD, a flexible virtual world that gave players the tools to build their own objects, rooms, and puzzles — a precursor to more complex worlds like Second Life. Technology professionals saw the success and rapid growth of MUDs in the 1980s as a turning point and recognition that virtual reality, with its bulky hardware and high costs, could not deliver the social or thematic experiences that audiences craved. It marked the ascendancy of software over hardware as the vehicle taking us into a virtual dimension.
Continued »

Amos KLAUSNER
January 21, 2008

Amos Klausner is a brand manager, design historian, and writer. His most recent book is Heath Ceramics: The Complexity of Simplicity.