PRE-Vu - Fantasy After Representatin
PRE-Vu - Fantasy After Representatin
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Title 37 C. F. R., Chapter II, Part 201.14
Fantasy After Representation
D&D, Game of Thrones, and Postmodern World-Building
Fantasy After Representation
Ryan Vu
There is a vast archive of critical debate over the precise distinctions between
different non- or extra-realist genres, particularly the big three: science fiction,
fantasy, horror. Today it is increasingly clear that the force of these differences,
and their collective opposition to realism, is a historically bounded and rather
recent phenomenon. SF novelist and critic John Clute considers the ensemble
of non-realist genres to be an integrated whole, which he dubs “fantastika,”
a common term in Czech and other Slavic languages (“Fantastika”). The
eighteenth-century distinction made between the “realistic” novel and the
“allegorical” nature of romance is an Anglocentric one; both forms are simply
referred to as roman in French, German, Czech, and many other European
languages. Whether or not one accepts this primary split, clear distinctions
between the genres descended from the extra-realist genres can be hard to
make. Again, history counters formalism: Michael Saler points out that
science fiction, fantasy, horror, and detective fiction began as twentieth-
century marketing categories, subdividing what he calls the fin-de-siècle
“New Romance” of Rider-Haggard, Wells, Stoker, and Stevenson (14–15, 84)
into semi-autonomous readerships. While these audiences developed relatively
independently for a time, they were cut from the same cloth, and overlapped
more often than theories of genre can easily account for.1 Furthermore, the
normative force of realism has been in decline at least since the postwar
period—an entire system of genre has lost its anchoring concept. I contend,
then, that any theory of fantastic genre appropriate to postmodernity must
begin with fantasy, the fantastic genre least rooted in the epistemological
concerns that inform traditional theories.
What is sometimes called our “post-genre” narrative environment was
always latent in fantasy: a field of generic play at once wholly conventional
and undetermined by any rhetoric of transcendence or “root logic.” Because
fantasy roleplaying games (RPGs) involve the generation of internally consistent
“worlds” or narrative platforms open to audience participation, I turn for a
theory of contemporary fantasy beyond the problematics of representation to
their powerful influence across literature, film, and electronic media since their
inception in the early 1970s. RPGs are the culmination of twentieth-century
fantasy’s self-reflexivity, and can help us to reconceptualize popular fiction
as a quasi-positivist system of genres. Rather than offering a closed set of
normative epistemological frameworks, a genre theory premised on multiple
systems of information more or less open to one another would help critics of
the fantastic understand how genre “works” in a multi-media environment
long since liberated from the authority of nineteenth-century literary realism.
I conclude by reading HBO’s Game of Thrones as an example of how contem-
porary fantasy has begun to realize itself as a legitimated cultural norm. I
read the series as engaged in a “game” of sorts with its audience, alternately
subverting and reinforcing the norms of high fantasy in accordance with a
post-representational logic. The show’s counterintuitive sense of “realism”
has nothing to do with verisimilitude or allegory, but rather with mastery
of its adopted generic codes. So often dismissed as marginal, fantasy today
is hegemonic. This essay begins to assess how popular narrative has been
shaped by fantasy’s example.
Fantasy After Representation 275
It should come as no surprise that one of the earliest academic studies of the
fantasy genre begins by relating it to games. In The Game of the Impossible
(1976), W. R. Irwin draws on the classic accounts of play by Huizinga and
Caillois to emphasize the ludic aspect of fantastic narrative. According to
Irwin, “narrative sophistry, conducted not to make the worse appear the
better reason but to make nonfact appear as fact, is essential to fantasy.
In this effort, writer and reader knowingly enter upon a conspiracy of
intellectual subversiveness, that is, upon a game” (9). In his historical study of
theories of the fantastic and the imagination, David Sandner points out that
for pre-Romantic writers indebted to Lockean associationism such as Joseph
Addison, fantastic writing was the product of the imaginative reworking of
folk tradition. It reflected the writer’s skill at manipulating outmoded forms,
and certainly didn’t suggest any further commitment. “The term ‘fantastic’
emphasizes the genre’s own production of itself as self-consciously imaginary,”
Sandner writes; “the genre ultimately presents itself not as supernatural but
as skeptical literature grounded in the imagination as a modern faculty of
the mind—that is, as ‘pretend,’ a ‘game’ or ‘thought experiment,’ with the
act of thinking itself, the interiority of modern identity, foregrounded” (15).
The leap fantasy asks of its reader is immediate—perhaps more significant
than its break with verisimilitude is its subordination of purpose to the game
itself. Irwin cites Huizinga’s critique of physiologists and psychologists whose
theories of play were too focused on purposiveness, denying the freedom he
believed was play’s primary condition (9).
Popular fantasy has tended to lose respect within the institutions of official
culture for similar reasons. Attebery’s first and clearest example of fantasy
as formula is roleplaying games (10). From an aesthetic standpoint, the
problem with both “formula fiction” and roleplaying games is their hyper-
rationalism. In Coleridgian terms, their structures are mechanical, with
“no other counters to play with, but fixities and definites” (Coleridge 305),
produced by fanciful wit without the “mysterious power” of imaginative
genius. Reduced to rhetorical convention, they are mere data arbitrarily
assembled without “esemplastic” synthesis, without organic, natural order.
In this sense they express the disunity between subject and object endemic to
modernity. The precursors to the modern fantastic in the eighteenth century
were often dismissed by critics for an excess of “Gothic machinery.” The term
was a catch-all category for ghosts, fairies, goblins, moldering castles, and the
rest—a supernatural derived, like the pulp genre of heroic fantasy on which
280 Ryan Vu
Dungeons & Dragons is based, from medieval folklore and romance. The
term also referred to the narrative conventions through which supernatural
shocks resembling the technical illusions of theatrical spectacle were delivered
to a passive, unthinking readership. The premodern imagery intensified by
modern technology was thought to foster public irrationalism and a cycle
of addiction to stimulation.9 As Coleridge puts it, popular Gothic novels
operated via
His critique of print here prefigures critiques of the audiovisual mass media of
the twentieth and twenty-first centuries.
Roleplaying games (RPGs) take the anti-humanist rationalism of genre to
its furthest extreme: they are convention boiled down to its essence, ordered
by a probabilistic system of rules and statistics. Normally played in small
groups, each player takes on the role of a character in an imagined setting
defined by one or more fictional genres. The game session is both narrated and
adjudicated by a referee. “Tabletop” RPGS are distinguished from most other
games (including the countless video games they have influenced) by being
noncompetitive; in place of the satisfaction of victory, they offer immersion
in genre worlds, the acting out of fantasies inspired by fiction consumed in
other media. Dungeons & Dragons, the first such game, is well known for
its adoption of the fantasy genre in the sense of sword and sorcery adventure
fiction and Tolkien’s neo-medieval epics. There are games to suit practically
every popular taste, from spy thrillers to vampire romances to space opera,
often adapted directly from already-successful franchises in film, television,
novels, and comics. They thus lend themselves almost exclusively to fan
culture. To everyone else, even those who enjoy other types of roleplay or
other, similarly complex games (i.e., the wargames that served as the basis
for D&D’s combat system), they seem bizarre or incomprehensible. As D&D
co-creator Gary Gygax writes in the foreword to the first rulebook published
in 1974:
These rules are strictly fantasy. Those war gamers who lack imagination,
those who don’t care for Burroughs’ Martian adventures where John Carter is
groping through black pits, who feel no thrill upon reading Howard’s Conan
Fantasy After Representation 281
saga, who do not enjoy the Camp & Pratt fantasies or Fritz Leiber’s Fafhrd and
the Gray Mouser pitting their swords against evil sorceries will not be likely to
find DUNGEONS & DRAGONS to their taste. But those whose imaginations
know no bounds will find that these rules are the answer to their prayers. With
this last bit of advice we invite you to read on and enjoy a “world” where the
fantastic is fact and magic really works! (“Foreword” 3)
I want to suggest that RPGs not only provide a forum for fans to inhabit their
favorite fictions while strengthening community identity, but that they also
provide an unprecedented set of tools for analyzing their genres, by teaching
their players how to reproduce genre fiction with themselves at the center. In
his magisterial history of the form, Jon Peterson writes:
The actual game rules are important only when there is some question of
success or failure, for the rules are the agreed-upon “reality” which makes the
game world understandable. The rules represent the common experience of the
player-characters as well, and provide ways of determining the likelihood of
success or failure before a situation is actually met. The rules are also the court
Fantasy After Representation 283
of appeal: whenever there is a conflict between what the player-characters
wish to do and what their game-world seems to let them do, then the rules are
used to settled the dispute. (Stafford & Willis 2)
Rules, then, mediate between the players, the referee, and the “game world,”
an apparatus with the scope of physics but the contentious, interpersonal
character of law.11 In the course of in-character conversation, which makes up
at least half of most gaming sessions, the rules play almost no role. Nor can
the rules give any formal means of resolving disagreement over their proper
application.12 Peterson draws a fascinating comparison between D&D and
Diplomacy, a play-by-mail realpolitik strategy game originally released in
1959 in which players take on the roles of European world leaders at the
turn of the twentieth century. Diplomacy in turn resembles the simulations
run by groups like the RAND corporation. While Diplomacy is competitive
and avoids the dice and statistical calculation of the battlefield wargames that
fed into D&D’s combat systems, both it and D&D include dialogue-based,
free-form interaction. In Diplomacy, the game mechanics’ aim is to establish
the possibility of alliances and engineer betrayals. “These operations, like
any exercise in coalition-building, must conform to the same obscure laws
of interpersonal dynamics that governed the political games at RAND, and
within them must lie some of the enjoyment in Dungeons & Dragons, as it
also is ‘no fun as a two-player game.’ The way that players behave as they
organize into parties and advocate for the interests of their characters forms a
first connection between Dungeons & Dragons and the circa 1959 conception
of role-playing as it was understood by the inventors of the Inter-Nation
Simulation and the social scientists of that time” (386). Peterson also explores
roleplaying’s other analogues in group psychotherapy and the play of children,
but social simulations with a distinctly political content hold some of the more
fascinating suggestions for the nature of RPGs and the way they reinterpret
genre fiction. The importance of free-form roleplaying also marks RPGs’
main point of distinction from aesthetic theories of representation and where
(most) other games diverge from traditional RPGs. The immersiveness of an
RPG experience depends less on the representational verisimilitude promised
by any given system of rules and more on how those rules give context and
stability to the co-creation of a unique game world out of generic materials,
a co-creation that mediates and strengthens social ties. Roleplaying is theater
without an audience, limited to the interaction between participants.13 The
aim of all the rules, maps, charts, and other assorted paratexts that make up
the printed content of RPGs is neither representation nor primarily to simulate
284 Ryan Vu
play in the same fashion as any other game designer, not as expressive
authors. D&D is fantasy fiction in which the centrality of the text—a series
of novels, films, comics, etc., even a particular setting—has been displaced
by paratextual discourse.
As mentioned in the first part of this essay, theorists of genre since Bakhtin
have argued that genres define phenomenological “worlds,” or in a term John
Frow borrows from social scientist and philosopher Alfred Schütz, “finite
provinces of meaning” (qtd. in Genre 94). The nature of this meaning is tied
more closely to experience than representation. RPGs too see genres as worlds,
and focus their energies on defining their limits and the range of variation
within them, which requires a system that can be modified to suit any genre
setting.16 That is, RPG rules inherently suggest (if not state outright) the
existence of a total, positivist system of genre, focusing squarely on structure
over experience. But SF and fantasy authors had been conscious of the links
between genres since their early days, born as they both were out of the
marketing efforts of competing pulp magazines.17 The co-presence of multiple
worlds even became an explicit trope within both genres. For example, in the
fictional preface to Poul Anderson’s Three Hearts and Three Lions (1953),
among the novels cited by Gygax as an influence on D&D (“Appendix N”
224), the unnamed narrator describes a gentleman scientist—“one of those
magnificent types which only Britain seems to produce” (Anderson 2)—
presenting a theory of multiple universes that loosely references quantum
theory: “Wave mechanics already admits the possibility of one entire cosmos
coexisting with ours. The lecturer said it was not hard to write the equations
for an infinity of such parallel worlds. By logical necessity the laws of nature
would vary from one to another. Therefore, somewhere in the boundlessness
of reality, anything you can imagine must actually exist!” (3). The narrative
proper begins when Holger Carlsen, an athletic Danish engineer “in no way
remarkable mentally” (2), is mysteriously whisked away from almost certain
death on the battlefields of World War II to the world of medieval French
chivalric romance, where he is destined to be a great hero. Carlsen constantly
questions his improbable environment, and the tale is filled with tongue-in-
cheek scientific “explanations” for its fantastic elements. The tale’s allegorical
and psychological dimensions are flattened into the diegesis as so many possible
interpretations, none more “true” than any other. Explicitly comparing the
struggle between Law and Chaos in the fantasy world to the war on earth,
Carlsen muses: “What had he been fighting when he fought the Nazis but a
resurgence of archaic horrors that civilized men had once believed were safely
dead?” (67). Another major influence on D&D, Michael Moorcock’s Eternal
286 Ryan Vu
Champion cycle features characters that are all incarnations of the same
heroic archetype, each occupying a different world within a “Multiverse”18 of
genre worlds. D&D’s first published adventure, “Temple of the Frog,” mixes
necromantic gene-splicers and aliens, pitting the player characters against
an evil cult devoted to “combining the natural animals available with each
other—through the use of biological mutations and methods discovered in
old manuscripts” (Arneson 28). The strain of pulp fantasy literature most
important to the formation of early RPGs, as naive as it often seems, has
always been aware of other genres and the permeable nature of their borders.
Similarly, it has always tried to soften the boundaries between its impossible
fictions and the world of everyday experience.
Insofar as fantasy assumes multiple worlds, then, it implicitly contains a
theory of genre both comparative and rhetorical, and one in which fiction’s
primary relation to the real is interactive. More precisely, we can think of
modern fantasy as the metadiscursive form of romance, with the RPG system
as its structuralist moment. In his foundational essay, Barthes describes the
activity of structuralism as a “simulacrum of the object” that attempts to
reconstruct it “in such a way as to manifest thereby the rules of functioning (the
‘functions’) of this object” (214), a form of mimesis “based not on the analogy
of substances (as in so-called realist art), but on the analogy of functions”
(215). While structuralism served as the original basis for academic criticism
of the fantastic, its simulacral functionalism was never so fine-grained or
comprehensive—Propp’s Morphology of the Folktale has nothing on Gygax
and company’s anatomy of heroic fantasy. The validity of Todorov’s theory
of the fantastic is dependent on a historically bounded rhetorical distinction
between realism and its exceptions, one ignored by later fantasy. Recall that
for Barthes and the original structuralist critics, it is immaterial “whether
[the] initial object is drawn from a social reality or an imaginary reality.
It is not the nature of the copied object which defines an art (though this
is a tenacious prejudice in all realism), it is the fact that man adds to it in
reconstructing it: technique is the very being of all creation” (216). Abstracted
from any particular content, countermanding realism’s authority over the field
of fiction, fantasy has become more than a loose collection of semi-related,
non-realist subgenres (sword and sorcery, epic fantasy, urban fantasy, etc.). It
is the bedrock on which contemporary genre hybridity multiplies. Fantasy’s
logic is immanent, combinatory; its “rules” mere guidelines, enchanting and
disenchanting in equal measure. As novelist and critic Lance Olsen puts
it, “contemporary fantasy may be thought of as the literary equivalent of
deconstructionism” (qtd. in Sandner 276) in its provisional, relativistic attitude
Fantasy After Representation 287
toward both language and experience, as modest about its own coherence as
it is expansionist in its scope.
While RPGs are perhaps the clearest expression of the positivism at the
heart of modern fantasy, the once-marginal forms of consumption and
engagement associated with fantastic genre fiction determine today’s popular
narrative. Hiroki Azuma derives a general theory of postmodern culture
from his study of otaku, or Japanese fandom. He argues for a “double-layer
structure” in which individual commodities, both narrative and non-narrative,
are understood by consumers to be merely local access points for a larger
information structure, or database. Not only are individual works “judged
by the quality of the database in the background,” but “consumers, once they
are able to possess the settings, can produce any number of derivative works
that differ from the originals” (33). This database model can be contrasted
with the “tree-model” of modernity, which read cultural phenomena as
outward manifestations of a hidden master narrative that it was the intellec-
tual’s task to unveil. It is not the suggestion of deeper mysteries that attracts
contemporary audiences, nor mere empty thrills, but the possibilities of the
code—pop culture today is grasped in directly informational terms. The
cultivation of immersive secondary worlds across multiple media platforms
is something Hollywood studios have come to depend on for profitability.
Star Wars, Lord of the Rings, Harry Potter, the multiverses of Marvel and
DC Comics, Buffy the Vampire Slayer: all are transmedia fantastic worlds
(or megatexts) that capitalize on fan communities as promoters who view
themselves as co-creators, critics, and scholars all at once. As Jeffrey Sconce
put it on Twitter, “Comic Con has morphed from a quaint gathering of
weirdos to the new politburo of the culture industry” (@JeffreySconce).
RPG systems are an important key to understanding fantastic genre’s
embrace of “world-building” over the course of the twentieth century, but
the centrality of audiovisual media to contemporary fantasy requires special
attention if we are to extend our analysis across an increasingly diverse media
landscape. This essay thus concludes by using HBO’s Game of Thrones
as an example text, both for its cross-platform reach (a series of novels, a
television show, video games, etc.) and for its expansion of fantasy’s cultural
hegemony even over “elite” audience demographics. The logic of genre I have
been outlining here has allowed fantasy and related genres to move from the
peripheral realm of paraliterature to play a dominant role in “mass” culture
via the Hollywood blockbuster system. Now Game of Thrones reaches
viewers of “prestige TV” who might formerly have rejected fantasy a priori as
puerile escapism. This is a significant development in the history of the modern
288 Ryan Vu
In the younger media of film and television, genre hybridity is even less
restricted than in literature, and the ascendance of fantasy is still more
pronounced. In a recent essay, Vivian Sobchack charts the quantitative rise of
audiovisual fantasy over the past decade and a half against the relative decline
of science fiction.19 Arguing that the transformation of our spatiotemporal
senses by digital media coupled with the increasing complexity of social
problems have pushed us beyond the aesthetics of postmodernism, Sobchack
asserts that “irony and satire seem now merely a sign of impotence parading as
critical distance” (286). Despite their differences, SF and realism both depend
on rational causation and theoretical plausibility. In contrast, fantasy—
which she construes as everything that is neither realism nor SF—relies on
the kind of associative logic commonly criticized as “magical thinking,” in
which connections are drawn via analogy, emotion, and desire, collapsing
temporal sequence into a vague yet immediate present. Wishes granted by
a genie, haunted houses, and the naturalized immediacy of comic book
superpowers can all be contained within these broad co-ordinates, worlds in
which spectacular effects require no rational explanation of their underlying
causes. Magical or mythical reasoning, Sobchack speculates, indistinct
from feeling or sensing, is paradoxically encouraged by the spread of digital
technology. Interconnectivity is a baseline assumption and any distinction
between real and virtual is elided. Likewise, the relations between non-realist
fictional worlds are governed by no external order. “Extremely disparate
in their themes and motifs,” Sobchack writes, “fantasy texts tended to be
regarded individually—only occasionally coalescing […] in sufficient quantity
to be thought of, or written about, generically” (287). The spectacular new
capacities of digital cinema only accelerate fantasy’s indeterminacy.
Sobchack’s argument suggests that with the dual reign of audiovisual media
and fantasy, we face the spread of fantasy’s formal incoherence to all film
genres, with popular narrative set to evade genre analysis altogether. However,
Fantasy After Representation 289
of gladiatorial combat are inseparable from her belief that she is the rightful
queen of the Seven Kingdoms of Westeros. Tyrion, who comes to serve as her
advisor, is arguably more consistent with liberalism when he convinces her to
compromise with her enemies and phase slavery out rather than eliminate it
entirely (“Book of the Stranger”). Others have argued that the show depicts a
world torn apart by Machiavellian realpolitik, not stabilized by it (Carpenter).
The cynical, ironic detachment from any ideological position displayed by
so many of the show’s characters cannot convincingly be said to represent
any particular class in history—except the contemporary audience of Game
of Thrones. For this group, all reference to premodern ethics can only be
obsolete, and the overt affirmation of liberal values in the context of a
medieval fantasy world, while a boon to the show’s cultural capital, is just a
sanctimonious anachronism.
Novelist John Lanchester identifies a less ambiguous aspect of GOT’s
fascination: the instability of both its narrative structure and its structures
of identification. Both show and novels are known for the way they build
up characters as protagonists only to kill them off in horrifying ways. “This
is a world in which nobody is safe, ever” (“When Did You Get Hooked?”).
The best-known example is Eddard (“Ned”) Stark, patriarch of the grim,
duty-bound northerners of House Stark and central character of the first season,
who is executed in the penultimate episode for attempting to reveal that the
heir apparent to the throne was the child of an incestuous relationship between
the queen, Cersei Lannister, and her twin brother Jaime (“Baelor”). Though
his death is foreshadowed by a series of fateful decisions, such as warning
Cersei before making a formal accusation in order to save her and her children
from punishment, it still comes as a shock. Martin, Benioff, and Weiss rely on
the audience’s familiarity with genre to achieve this effect even as Ned’s doom
becomes inevitable. The audience is led to access their knowledge of fantasy
conventions (the certainty of moral resolution, the immortality of characters
whose point of view we share, etc.) only to be forced to doubt them at every
step. The show punishes its audience for identification, a process fundamental
not only to heroic fantasy but to all popular narrative. Furthermore, as
Lanchester goes on to say, this instability extends to our judgments regarding
the characters and the function they serve in the plot. Through a gradual
revelation of his backstory and especially by suffering torture at the hands of
enemies even worse than he is, Jaime Lannister develops from a smug villain
(one instrumental in causing Ned’s death) into a kind of anti-hero. Audience
sympathies are constantly manipulated in favor of characters who initially
seemed to be villains or minor figures. Even as the Seven Kingdoms of Westeros
292 Ryan Vu
court intrigue of King’s Landing has little in common with games as defined
by Caillois: its “play” is neither optional nor governed by explicit rules.21
Most of the show’s central characters are interpolated into the “game” by
their inherited social position—Ned Stark is ordered to King’s Landing by the
king, a close personal friend. It is those who try to subordinate the struggle
for power to a higher moral code who die the most horribly. The audience,
on the other hand, is in a very different position. For us, the conventions
of popular fiction and the logic of their exceptions follow familiar patterns;
at key narrative turning points the question becomes, “Which structure will
‘win’?” In a sense GOT simply adopts serial narrative writing convention, that
setting up then denying audience expectations builds suspense, to an extreme.
Nonetheless, the form of the inevitable resolution is so unclear that it is
difficult to finally determine whose narrative is central. Is GOT a story about
the restoration of the Targaryens to their rightful place? Is it about the folly
of the dynastic struggle in the face of the coming long winter? At one point
(before half of them got killed) it seemed to be about the revenge of House
Stark—and there’s still an off-chance it might be. The game GOT offers its
audience is speculative rather than based on simple identification, disciplining
the viewer to disinterestedly evaluate each character’s chance of “winning.”
This shifts the focus from the characters themselves to further speculation
about the “rules” that determine the course of the narrative. One can pretty
much guess the ending of Lord of the Rings from the first few paragraphs, or
at least deduce its moral sympathies. But in GOT, the suspension of narrative
judgment is so thorough that it simultaneously builds the desire for conven-
tional moral resolution (“at last, the good guys win!”) and fosters cynicism
about that morality (“don’t be naive, morality is a pack of lies”).
With genre fantasy in place of the realism of the everyday as the show’s
normative backdrop, we find a partial inversion of Todorov’s fantastic.
Todorov located the genre’s ambiguity in the way it suspended the reader’s
epistemological judgment. GOT’s ambiguity on the other hand is in an
entirely positivist register, having nothing to do with any underlying real
behind representation. What you see is what you get. The secondary world
itself and the “rules” of genre that determine the narrative, are at once
moral, physical, even (pseudo-)historical.22 Uncertainty arises from the
question of where and how those rules will be broken, determining what we
see, how the narrative will resolve, and how it should resolve—its meaning.
Only in the latter, quasi-allegorical sense does GOT have anything to do
with external “reality” or representation. As an ongoing series it is future-
oriented, encouraging speculation about the overall shape of the narrative,
294 Ryan Vu
and pedagogical, “educating” the viewer through the way the narrative does
or does not line up with generic norms. When the show (having now outpaced
the novels) finally reaches its conclusion, it will leave behind an unwieldy
behemoth 23 over which any ultimate “lesson” about the nihilism of politics
or the intrinsic cruelty of man will undoubtedly prove superfluous.24 The
ultimate lesson is sentimental—the incitement of emotional cathexis to genre
conventions through their spectacular violation. In this way the series brings
to the fore the two central and related aspects of modern fantasy discussed in
the previous sections: (1) the prominence of the secondary world itself over/
under any of its individual storylines or characters, and (2) the way genre
fantasy serves as a discursive medium for its viewers.
For the point of the series is not the final achievement of a classical
narrative shape, but the cultivation of an information-based engagement with
Martin’s fictional world, in which audience speculation on future narrative
developments sparks debate over genre and comparison with other discursive
worlds, both fictional and nonfictional.25 Critiques of the show (and of
contemporary genre fiction in general) that limit themselves to allegorical
readings interwoven with real-world events, while not necessarily wrong, fail
to recognize the actual scope of its milieu and capacities. GOT’s ideological
effects are limited to and constructed by its participants, or those who interact
with it. This is who/what the show is “about,” which necessarily constrains
any allegorical pretensions. GOT viewers can imagine they’re contemplating
the world when in fact they’re contemplating their own relations. We can
return to Suvin’s most recent characterization of modern fantasy with a
revised understanding, that “what Fantasy reacts against, and as a result
inscribes itself into, has primarily to do with experiences of everyday life,
arising out of ongoing socio-economic history, stifling central aspects of
personality” (222). Where Tolkien resolved the crises of modernity in the
form of a fictional myth-history with a eucatastrophic structure, 26 Martin,
Benioff, and Weiss’s postmodern response is a negative one, in which final
salvation never comes. In its place is the hyper-detailed fictive space itself,
dense with narrative threads that can be drawn out endlessly into the future
and the past.27 Serial narrative is just one “hook” to lure audiences into a
system that converts them into participants, its formulaic, repetitive structure
the form through which its audience is encouraged to interpret an “everyday
experience” that is always already mediated. In a fictional landscape rich with
“megatexts” like Martin’s, theories of gaming can help us understand what
happens when the components of narrative take precedence over any given
story or medium. “Games are not representations of this world,” McKenzie
Fantasy After Representation 295
Notes
Works Cited
Anderson, Poul. Three Hearts and Three Lions. Berkeley, 1978. Print.
Arneson, Dave. Dungeons & Dragons Supplement 2: Blackmoor. Lake Geneva:
Tactical Studies Rules, 1975. Print.
Attebery, Brian. Strategies of Fantasy. Bloomington: Indiana UP, 1992. Print.
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vi Contributors
Ryan Vu received his PhD from the Program in Literature at Duke University.
His dissertation is on the historical rise of fantastic literature during the
Enlightenment in Britain and France.