August 31, 2018
Thanks to George Hickman, a 2018 Harrison Middleton University Fellow in Ideas recipient, for today's post.
For most of us, we experience the role of an audience member far more often than we experience the role of an artist. On our daily commutes, our mood is at the whim of the radio or our playlist on shuffle. We leave the movie theater buzzing with conversation about the actors, the soundtrack, and the plot. We can't go to bed until we finish that chapter, or that episode, or that level. We are constantly put in the position of an audience member, asked to respond to all kinds of media. Though, as technology continues to expand into our lives, rarely are the audience member and the artist in the same room. For both the artist and the audience, there is a dissonance in this modern experience of entertainment. A large gap between the actor and the front row. But what happens when we are asked to do almost the opposite of this? What happens when we have a room full of audience and artists, constantly exchanging roles with each other?
The form of media called Live Action Role Play (LARP) has been around since the 1980s. In its essence, LARP is a cross between improvisational theater, video games, and escape-the-room. The members of the game build a story together, and in the same way that improv actors write sketches, some of the planning takes place before the game, and some of the planning takes place in the moment. There are two roles one can have when entering a LARP: players and staff writers. Players adopt the role of a character and react to events as their character would react. Staff writers plan the plot structure for the game, and appear as multiple characters throughout the story, in order to see that plot structure through.
While these roles are different, both roles play audience for each other. If I, as a staff member, create a museum heist plot, I will probably play the museum guard and two players might put together a plan to knock me out and steal the ancient treasure. In this scene, I will have some idea of what is going to happen: I probably placed the ancient treasure in the room ahead of time, I might even be able to predict which two players will find me in the museum, and I can make a guess as to how they might make sure I don't talk. But most of the components of this plot are unknown, they will be improvised, once the players arrive on the scene. Will they use brute force or will they charm me into keeping quiet? Did they hire a helping hand or will they show up in disguises? And most importantly, will they accomplish the heist successfully?
Considering this scenario, you can see that LARP distinctly troubles the notion of audience. Here, the staff writer and the players are all audience members for each other's performance. They not only feed off of each other's responses, but they require each other's responses to carry out a scene, to LARP.
In the essay "The Great Divide", Emily Nussbaum describes the divide of the audience when the 70's sitcom All in the Family first came on TV. Half of the audience understood Norman Lear's intent and saw that Archie Bunker was meant to be a satire of racism, homophobia, sexism, and plenty of other problems in American culture. Then, to Lear's surprise, the other half of America cherished Archie, and loved the way he spoke his mind. In the essay Nussbaum asks, "Can there ever be a bad audience member?" After all, she says, who wants to hear that they have been watching something wrong? Is it even possible to watch something wrong, or is the divided audience simply an indication of unsuccessful art? In asking these questions, Nussbaum places the role of the audience in quite a weighty position. The sitcom All in the Family wouldn't have been the success that it was, if it weren't a platform for playing out these tense political discussions in a comedic environment. To raise the question of the bad audience member, is to place the viewers and the writers in equal roles of importance when it comes to determining the meaning of an artwork. By placing the audience and the artist in equal roles of importance, Nussbaum dismisses the age-old image of an actor performing on stage while the audience simply listens and applauds.
Live Action Role Play takes the role of audience and turns it even further on its head. It could be argued that LARP eliminates the role of audience, or at least allows for a more nebulous definition of the word. Unlike an improv sketch, where an audience sits in addition to the improv performers, there are no boundaries that determine who is involved in any given scene. LARPers can be called to the spotlight at any time. You might think this scene is about your best friend and her girlfriend, but when the girlfriend turns and accuses you two of having an affair together, you are thrown in the center of the scene without warning!
LARP shows us that our audiences can be trusted with influencing or even creating the content of our art. Archie Bunker shows us that too, as the aura surrounding his character was determined as much by Norman Lear as it was by the families that sat around their television sets in 1971. Perhaps this equality between audience and artist is something that we see in other genres too. In webcomics, artists will post weekly updates to an ongoing story. In this time frame, fans have the chance to critique, speculate, or possibly even influence the trajectory of the plot. In video games, the player has an incredible amount of control over the trajectory of the story. My playthrough of Skyrim where I robbed an entire village of its sweet rolls and then became a famous bard is greatly different from my sister who joined the Dark Brotherhood and married a huntress.
Can other genres similarly learn to trouble the notion of audience? Like John Cage's "4'33", can music experiment with giving the audience control over its content? Like Ragnar Kjartansson's The Visitors, can film become a choose-your-own adventure? If being an audience member feels less like being a viewer and more like being an artist, what will we learn about ourselves as creators and listeners? Perhaps this shift in the role of the audience is a bigger movement, and LARP is only one branch of a much larger tree, but it is without a doubt one of the strongest examples of this phenomena. If other artistic mediums were to trouble the notion of audience within their own fields, perhaps this new collaborative wave of art could teach us something about the roles that we as consumers expect to find ourselves in.
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