I recently had the chance to chat with comedian Scott Seiss about going viral on IKEA TikTok. I tried something different this time around: converting my full Culturally Relevant interview with Scott into something with more of a linear/narrative format. It doesn’t seem like a big step but scripting and filming something even this simple probably took 5x more time than I typically spend on one of my videos.
The tweet resonated with so many people because it captures the cyclical nature of social media. Every day the internet focuses its destructive energy on a small group of people, often leaving only smoldering wreckage behind before moving on to the next thing that temporarily catches its attention.
Recently, Geoff Shullenberger wrote a piece for Tablet Magazine that beautifully captures this phenomenon in much greater detail:
Regardless of which side wins any particular battle in the recurring speech wars, both parties to the conflict end up reinforcing the power of the overall system in which the drama is enacted. And so a pattern emerges that is larger and more consequential than the specifics of the latest political flare-up. It is not the arguments or ideas of any political group, but the structure of the digital platforms that sets the tone of the culture as a whole.
And what is the structure? It is an arena for perpetual conflict driven by an accumulation of grievances collected in a mass program of decentralized surveillance. We are incentivized, by the coded logic of the social media platforms where public engagement now takes place, to find reasons to hate each other. The algorithms that encourage and reward particular behaviors on Twitter and Facebook play on our deepest human instincts and desires to create spectacles of symbolic violence and sacrifice. Much of the time, the violence and spectacle has the appearance of a game or a light amusement. To take it too seriously, therefore, is to risk being an alarmist, and likely of the reactionary sort. But it is precisely the gamelike aspect of the platforms that keeps us playing. Playing and paying because the point, finally, is profit.
I cannot recommend this piece enough. It identifies precisely what drives so much of the conversation on social platforms. The platforms are calibrated to appeal to the basest instincts of human nature, and the masses demand a blood sacrifice on a near-daily basis. The platforms are ready and willing to serve one up, and make a buck on the side while doing so. Lives are destroyed (some justifiably, others not so much). The rich get richer. The house always wins.
I also think it’s worth noting that this thinking applies regardless of your beliefs on politics, “cancel culture,” or social issues. The drivers of conflict transcend ideology. The rewards and punishments are often the same.
I’m not saying don’t use social media but if you’re going to step into the ring, at least know what outcomes the ring is designed to achieve. As our discourse becomes increasingly polarized, it’s important to consider what incentives drive us and, if necessary, maybe take a step back from the keyboard before we (myself included) dunk on that terrible, terrible tweet.
Ryan Mac and Craig Silverman at Buzzfeed examines how Facebook is “hurting people at scale.”
This New York Times Magazine feature begins with a shocking statistic: “Today, 1% of the world is a barely livable hot zone. By 2070, that portion could go up to 19%.” What are the implications of this monumental change?
The news cycle runs at hyper speed now. About one week ago, a group of students from Covington High School Catholic High School were filmed at the Lincoln Memorial behaving in a rowdy fashion in front of Native American activist Nathan Phillips.
A video of the incident received near-universal condemnation on Twitter, most of it coming from liberal online personalities. This was followed by a conservative backlash that came with more video showing further context and insisting that the situation was perceived unfairly. A counter-backlash followed, plus an apology tour by the teen in the video, Nicholas Sandmann, in which he claims that nothing untoward occurred. All of this took place in less than a fortnight.
[If you’re looking for an even-handed assessment of what actually happened at the event, I’d recommend this piece by Josh Marshall, who assessed each piece of evidence and links out to more so you can make some decisions yourself.]
Ronson’s thesis in the book is that shaming lessens us all. It can leave the subject irrevocably scarred, and it changes the mob doing the shaming too. It reshapes our values in ways that are troubling and make us less compassionate and more violent.
As a result of the book, I’ve tried to publicly shame people less often these days. But it can be a challenge because Twitter makes it so easy. Have a thought? Want to ruin someone who’s offended you? Fire off a tweet! It’s all very tempting and sad.
That said, I don’t think my approach is for everyone. I’ve tried not to condemn people for shaming, because one of the weaknesses of Ronson’s book is that it doesn’t delve into all the times that internet shaming has actually been unequivocally beneficial, such as when it is done in the name of justice, and the last recourse for people with no other options.
But one thing I have concluded I can do and recommend: Wait before tweeting. Think before tweeting. Deliberate before posting. Mull it over before blogging.
The Phillips-Sandmann video felt like it was genetically engineered to tap into all the sensitivities of our day. A group of white kids stood around a Native American war vet, seeming to mock him. The video is the video; the response to it revealed our sensitivities and anxieties. To one side, public shaming felt like it was necessary, because what other response could there be? This might be the only way to make this child pay for his insolence! If you’re on the other side, there’s a need to defend this innocent child from a liberal mob that’s ignoring the facts.
No matter what your assessment, I think it’s safe to say that all sides were bloodied in the fiasco. But to me, one thing remains clear: the rush to judgment benefits no one. I really appreciated Casey Newton’s take on the situation, in which he shares lessons from this incident.
I do think there was value in watching more video of the protests as it emerged before offering up a take. The more angles of the conflict that I watched, the more unsettled I was by the teens’ behavior — and by their chaperons’ inaction. Not everyone has the luxury of waiting until day four of a story to have a take. But a lot of members of the media … do? And if you do, you might consider holding your tongue, at least for 24 hours or so. It’s here that Twitter’s incentive system deserves criticism — the earlier you tweeted the first video, and the more incendiary your view, the likelier you were to have it shot into the algorithmic stratosphere. (One Vulture contributor was fired over the weekend after saying that he wished the teens were dead.)
Don’t rush. If it’s not a time-sensitive situation, the target of your outrage will still be there in a day or two. Plus, you’ll probably have a lot more information from which to craft your position.
Speaking of YouTube, one of my favorite shows is Hot Ones, which just invited Gordon Ramsay to eat a bunch of monstrously hot chicken wings. The results are incredible and make for a superlative edition of an already-great show.
It was a bloodbath in the media industry this week. Massive layoffs at Gannett, BuzzFeed, and Huffington Post. There are many articles about what this means for journalism but for my money, this “prose poem” by John DeVore does a better job of summing up the situation than anything else I’ve read.
The Atlantic has a damning story about Bryan Singer’s history of sexual allegations.
Over the weekend, a Twitter user named Dakota Lopez posted a list of the websites that were most frequently called out by a Twitter account called FilmClickbait:
I have some thoughts on all this, but here are a few caveats before I proceed:
Coming in sixth on that list is slashfilm.com, a site I used to write for regularly and that I currently still host a weekly podcast for.
I have not verified Lopez’s methodology or his final counts, but nothing about the list strikes me as implausible.
I can’t comment on whether there’s anything “disproportionately malicious” happening, but it seems possible that the sites that rank highest simply traffic more frequently in what FilmClickbait deems clickbait.
Here is the problem with FilmClickbait’s entire modus operandi: There is no widely understood definition of clickbait, and if there is one, it’s not one that seems to match FilmClickbait’s.
In 2014, Ben Smith wrote a piece for Buzzfeed (a site that would know or thing or two about clickbait) explaining why the site no longer used “clickbait.” In it, he defines clickbait as headlines that fundamentally mislead the reader about what the article is about. When Buzzfeed used to do this, they’d generate short term engagement, but they’d destroy user trust. So they stopped:
If your goal — as is ours at BuzzFeed — is to deliver the reader something so new, funny, revelatory, or delightful that they feel compelled to share it, you have to do work that delivers on the headline’s promise, and more. This is a very high bar. It’s one thing to enjoy reading something, and quite another to make the active choice to share it with your friends. This is a core fact of sharing and the social web of Facebook, Twitter, Pinterest, and other platforms.
The best way to ensure your readers won’t choose to share a story or a post is to trick them. Anyone who has spent the last 20 years online knows the specific disgust that comes with a headline that doesn’t deliver on its promise. It’s the kind of taste you get in your mouth from a glistening but spoiled peach. The publisher got the page view, and ComScore doesn’t record your flash of anger. But you’re hardly going to subject your friends to this experience. (Maybe your enemies.)
Smith even went on to provide tips on how to write good headlines:
Great headlines, meanwhile, tell you a lot about what you’re going to read, and persuade you to click because you know you’ll find a story that will satisfy your interest. The lists that BuzzFeed has long been known for are, as list titles tend to be, extremely direct; “31 Genius Hacks For Your Elementary School Art Class” is just that. As my colleague Ryan Broderick puts it, the goal is often, in fact, to “blow away the curiosity gap.” One of his recent headlines: “A 5-Year-Old Girl Raised Enough Money To Take Her Father Who Has Terminal Cancer To Disney World.”
When you look over Filmclickbait’s targets, there are certainly pieces that fall within the standard definition of clickbait. But there are at least as many pieces that simply don’t adhere to Filmclickbait’s version of a good headline.
Take today as an example. Many websites are writing about Game of Thrones final season premiere date:
Nothing in the headline that is being linked to is misleading. It simply doesn’t include the most crucial piece of information that is teased. And while some (many?) might find it annoying to click through to the actual article, it’s important to ask other questions beyond whether that info is in the tweet/headline itself: Does the article provide important context? Does it provide insights and information that you might not otherwise have known?
If no, then eventually readers will decide on their own that your website is not worth reading or sharing, and the laws of Darwin will eliminate the publication from the pool of going concerns. But if yes, then value is still being delivered to the reader. I don’t understand how that could be called clickbait, or if it can be, I don’t understand why that distinction is important because literally every publication does it.
Here’s a screenshot from today’s New York Times about U.S. tensions with Iran. It reads: “Pentagon Officials Fear Bolton’s Actions Increase Risk of Clash with Iran”
It would be ludicrous for a clickbait-like account to simply quote tweet this article and flippantly write, “He asked for military options to strike Iran!” Why? Because the article itself might contain other information that is important to know about! Simply because the headline doesn’t contain all the relevant information doesn’t make it a bad or clickbait-y headline. And sure, pop culture ephemera doesn’t have the weighty importance of national security, but the same concept applies.
I wholeheartedly believe that there are websites that act in bad faith. But by refusing to distinguish between actively misleading headlines and headlines that simply don’t (can’t?) include all the possible relevant information, FilmClickbait throws the baby out with the bathwater. It provides a skewed perspective on what “clickbait” and bad headline writing even is. That’s arguably an equal disservice to the fan community as the prevalence of actual clickbait.
A few interesting things from the web recently:
In case you missed it, I listed my top 10 films of 2018 in YouTube and podcast form.
Former Village Voice film critic Alan Scherstuhl shared his do’s and don’ts of film criticism. A must read for anyone who wants to write about art in any form, in my opinion.
[The following contains SPOILERS for Black Mirror: Bandersnatch]
About two decades ago, a much younger version of me saw an ad in the newspaper for a movie called Mr. Payback. The ad bragged that it was the first interactive movie ever devised. I asked my older cousin to take me to see it and shortly thereafter, we went to a Showcase Cinemas to check it out.
The plot of Mr. Payback (such as it was) centered around a cyborg named Mr. Payback who would use his special powers to get back at people for their sins. Every seat in the theater was outfitted with a controller and at key moments in the film, a set of three choices was presented to viewers. Whichever choice received more votes would be the one that the character on screen made, so button mashing was a must in order to get the outcome you were interested in.
At the time, I was dazzled by the technology, even though each “playthrough” of the film only lasted 20 minutes (and for a full price ticket, no less). I didn’t necessarily think that this would be the future of cinema (I wasn’t thinking in those terms back then), but I really appreciated the novelty of seeing movies and videogames collide in a big way.
Of course, with the benefit of hindsight, it’s clear that Mr. Payback was a terrible film with awful characters. The acting and writing were subpar and meanspirited (despite Back to the Future screenwriter Bob Gale being involved in the film’s creation). Its method of storytelling never caught on for a variety of reasons, but one truth remained clear: It’s hard enough to do a good job of telling a single narrative with only one ending.
In the intervening years, interactive storytelling has thrived, but mostly not in movie theaters. PC games with FMV (full-motion video) on CD Rom and the Sega CD gave way to incredibly ambitious stories like Red Dead Redemption 2, Mass Effect, and the games of David Cage. The most successful of these limited the total number of potential outcomes. Sure, there might be minor differences in dialogue, or in which characters survived, but most great games stuck with only a few endings (As a recent example, see the hugely successful Red Dead Redemption 2, where your “honor” level dictates how some of the later sequences play out, but limits the outcome to 3-4 distinct endings with minor variations).
There’s a limit to how satisfying an ending can be if you can get to it by dumb luck. The laws of physics (and production schedules) dictate that the more endings there are, the less time and energy can be invested in each one.
Which brings us to this week. Netflix released the latest entry in the Black Mirror franchise, an interactive film called Bandersnatch. The story is about a game developer played by Fionn Whitehead who desperately struggles to ship a game he’s working on, Bandersnatch, before a holiday deadline. Admittedly, the tech behind how Netflix made and executed this is impressive (although bafflingly, newer devices like Apple TV and Chromecast are unable to “play” Bandersnatch). But is the story any good?
Mirroring its branching structure, Bandersnatch is hugely ambitious, with threads splintering off the main storyline and increasingly widening its scope. Depending on which choices you make, there are philosophical ruminations about the nature of choice and free will, a stark depiction of burnout in the video game production process, a direct connection drawn between mental illness and creativity, and a protagonist who struggles with daddy issues and (dead) mommy issues. It’s all very Black Mirror-esque, but without any of the focus that make the commentary and satire land effectively in a regular episode of the show.
I found the experience of watching/playing Bandersnatch to be enormously frustrating. The film frequently presents you with two options without any sense of what outcome you’re even supposed to be interested in and which choice might lead you there. Am I supposed to want to drive the protagonist to the point of insanity, or am I supposed to want him to take a more healthy path? Should I nurture his relationship with his father or should I stoke the flames of familial discontent?
All of this would be fine if the endings were comparably interesting. However, not only do some choices lead to the film abruptly ending in an unsatisfying fashion, but Bandersnatch’s creators have already stated that there are certain endings that are “definitive,” with conventional credits to accompany them. By implication, many decisions lead you to “dead ends.” One of the endings even comments on how unsatisfying the outcome is (Note to filmmakers: Commenting on how bad an ending/joke/line of dialogue is doesn’t make it better). Thus, watching Bandersnatch is equivalent to being placed in a maze without an inkling of where the exit is, or if the exit is even a desirable destination.
I can already hear some readers responding, saying, “Why are you complaining? That’s the whole point!” Indeed, one of the main themes of Bandersnatch is the idea of free will. We believe we are driving the decisions of the protagonist but, in fact, it’s the filmmaker that dictates the outcome. We can decline to get high, but our drink will be drugged. We can try to avoid talking about the memories of our mother, only to be forced into it later. The filmmakers want us to consider the possibility that free will is an illusion, and that the forces driving us may not be ones that we know, understand, or can control.
If indeed this is one of the purposes of Bandersnatch, then I can say that it makes its point, but not in a way that I found to be particularly entertaining or enjoyable. “I’m going to make this decisionmaking process enormously frustrating and constraining for you, so that you may understand the pointlessness of all your actual real-life decisions!” is not a pitch that excites me for something to consume. In fact, it’s actively off-putting (Side bar: For an example of this type of commentary done well, see The Stanley Parable).
That said, Bandersnatch is not without merit. Previous Black Mirror director David Slade does a great job nailing the period look and surreal feel of the story, and Whitehead’s performance is a chilling depiction of a descent into madness. Bandersnatch also wants the viewer to consider the concept of technological enslavement. If there’s one theme to take away from the previous season of Black Mirror, it’s that we should consider if/when the technology we use might ever “suffer” in a way that we might understand that term.
In one of the more effective and mind-bending storylines, the viewer is able to inform the protagonist that they are controlling him via Netflix, and attempt to explain what all that means to a character who only has knowledge of 1980s technology. It’s a great meta moment that makes you as the viewer reconsider your relationship to the entertainment you consume. After all, everything you watch is ostensibly there to serve your viewing needs.
My first playthrough of Bandersnatch was only 30-40 minutes long, as I quickly made a choice that led to the Bandersnatch game being released in a poor state. Conveniently, the game allows you to rewind to previous decisions and, in an interesting twist, previous playthroughs can often impact the outcome and nature of future ones. I ended up spending around 1.5-2 hours with Bandersnatch before I realized that I had seen most of what it had to offer, and exploring further would necessitate wasting time re-watching a lot of content I’d already seen. The stories and their outcomes just weren’t interesting enough for me to further engage.
Bandersnatch is a mile wide and an inch deep. How you choose to get to the bottom of it is pretty much immaterial.
Disclosure: I currently work for Amazon Prime Video. The opinions expressed here are solely mine and do not represent those of my organization or company.
Shame creates imaginary worlds inside your head. This haunted house you’re creating is forged from your shame. No one else can see it, so you keep trying to describe it to them. You find ways to say, “You don’t want any part of this mess. I’m mediocre, aging rapidly, and poor. Do yourself a favor and leave me behind.” You want to be left behind, though. That way, no one bears witness to what you’ve become.
It’s time to come out of hiding. It’s time to step into the light and be seen, shame and wrinkles and failures and fears and all.
I found this column to be very powerful because of its emphasis on the narratives we tell ourselves about our own lives. Anything can be viewed differently in hindsight. In fact, it often should be.
“Regretfully, Defy Media has ceased operations today,” the company said in a statement released Tuesday evening. “We are extremely proud of what we accomplished here at Defy and in particular want to thank all the employees who worked here. We deeply regret the impact that this has had on them today… Unfortunately, market conditions got in the way of us completing our mission.”
The company at one point reported having nearly 400 employees. Defy did not confirm its current headcount, which has shrunk in recent months as it pared back the business in the hopes of staying afloat.
The company’s in-house studios had produced 75 regularly scheduled shows. It’s not clear what will happen to the Defy brands going forward, but the company indicated it’s seeking buyers or partners for the properties. Defy’s brands, which include Smosh, Smosh Games, Clevver, AWEme, Break and Made Man, have more than 140 million followers across YouTube and social media, according to the company.
I’m not stunned by this development, but I’m saddened by it. I have no idea how well or how poorly Defy was managed (poor management can put any company out of business) but it says something about the industry when even a company that manages some of the internet’s biggest video brands can’t make things work. Basically, the “pivot to video” didn’t work out and we are still in the middle of the fallout from it.
When I first saw Ready Player One, I was deeply unsettled by how the film handled nerd culture. It seemed to encourage the aspects of fan gatekeeping that has made online discourse so toxic. It made fandom into nobility. It made nerds into undeserving heroes. It was also just a noisy mix of different homages, action scenes, lights, and colors. I wasn’t a fan.
Youtube channel Renegade Cut has put together a smart video essay explaining why the message of Ready Player One is so toxic. I hope when people watch a film like this, they understand that these kinds of subtle influences can have real and unfortunate consequences.