From a very nerdy writing tutorial, Ed and I came up with the thought that it would be a fun topic/challenge to link the clowns from Hamlet with the concepts of videogames (because I'm comp. sci. games) in order to make a really interesting claim.
Right now I just have lots of abstract ideas such as:
- The treatment of death in videogames vs. the treatment of death/suicide by the clowns.
http://www.ign.com/articles/2010/04/06/dealing-with-death-in-videogames
- The clowns "sing in gravemaking" because they are used to and desensitized to their profession. Games can also desensitize people to violence where there is no guilt in harming others
- In Hamlet, the clowns are peasants, yet seem to be as witty and more knowledgable than Hamlet. In a video game, the protagonist is generally an overpowered one-man-army and the "peasants" are common enemies that aren't given any power.
- A videogame is, by definition, a formal/fixed system (everything is governed by rules). The clowns, on the other hand, are kings of ambiguity where nothing is certain all the way down to whether they're actually aware that Hamlet is Hamlet and that Yorick's skull is actually Yorick's skull. But, on the other hand, videogames have bugs, hacks, cheats, that can cloud their rules in ambiguity as well, it's just up to somebody to find them.
On the actual topic of close reading here are some passages I looked at:
After this scene, Hamlet treats death as "the great equalizer" (as Professor Anderson says). There is a discrepancy between his view and the clowns' because they think that even in death, the wealthy/powerful have privilege. This concept is illustrated by the "fact" that they can recognize skulls. To Hamlet, all skulls look identical. To the clowns, each is distinguished.
When I read "Come, my spade," I initially thought it was a creepy gesture that suggested a madness in the clowns. Now I see it as more of a phrase that would be accompanied with a sigh in the sense that the clowns think a world where the powerful have privilege is twisted. In this sense, "Come, my spade" is more of a coping mechanism or an escape from the moral character of Elsinore.
The two words that really stand out to me are "houses" and "doomsday." Calling a coffin a house gives it a sheltering connotation. It also could imply that there is some sort of life after death (continue? 10...9...) in the clown's eyes. Doomsday is interesting because it implies that at some point there will be a day of catastrophe, a day where everyone truly is equal in their demise.
Probably the hardest thing that I will have to incorporate is the fact that the clowns' dialogue is entirely prose. Prose is "typically reserved for the lower class in Shakespeare's plays" but at the same time, there is quite a bit of evidence that the clowns may be more cognizant than most other characters.
Here are my general questions:
- Can anyone think of other ways to link clowns/videogames?
- Can anyone think of ways that my existing ideas could be formed into an interesting thesis?
- What is your opinion of the fact that the clowns only speak in prose/since we need to analyze meter, who would be a relatable character to look at?
- Any thoughts on my close reading?
WELL I just wrote a huge long comment on this, forgetting to sign in, and the whole thing got deleted. So, apologies if this is a little short and unclear, I'm just gonna word-vomit all my ideas before I forget them!
ReplyDeleteAnyway, this is brilliant!! I love your ideas so far.
“A videogame is, by definition, a formal/fixed system (everything is governed by rules). The clowns, on the other hand, are kings of ambiguity where nothing is certain all the way down to whether they're actually aware that Hamlet is Hamlet and that Yorick's skull is actually Yorick's skull. But, on the other hand, videogames have bugs, hacks, cheats, that can cloud their rules in ambiguity as well, it's just up to somebody to find them.”
I’m seeing a relationship here between the clowns, as characters that find the faults and moral fallacies of the nobility, and players that can find these bugs, hacks, cheats, etc. Do you think this is a juxtaposition, or a parallel? How might this highlight a paradox/evolution of the characters’ views on death?
I think your idea about prose as reserved for the lower class is actually pretty interesting, especially considering that Hamlet speaks only in prose in this scene. Could you analyze the meter in the songs of the clown, and if so, how? How might each song link to Hamlet’s prose, whether in similarity or difference, in views on death, and how does this reflect on their class differences?
It might also be interesting to analyze the placement of the “throws up a skull” stage direction. It happens three times: the first time, Hamlet says something interesting about the skull, possibly a politician in life, (or the clown himself, it’s a bit unclear, another interesting ambiguity) being “one that would circumvent God” (V.1.75) in life. The second time, Hamlet does his speech about the “quiddities” and “quillities” of the lawyer (which is a good opportunity to analyze the sound of his speech, especially concerning rhythm and alliteration)... and finally the third skull is Yorick. How might the skulls function as markers of his changing attitude on death?
I hope some of this helped!
Totally unrelated, but you should play Mother 3. I’ll try not to spoil anything, but the end, in consideration of the (really cool) article you posted, is an amazing take on the end of a game/character/world. Plus, considering it’s all 8-bit, the characters and the settings are absolutely beautiful. Check it out!
Jordan, your idea is really interesting and could be a cool paper! It might be a challenge to do since the clowns speak in prose - but perhaps that itself is such an important aspect of them. What is significant about them speaking in prose even though they seem more knowledgeable than Hamlet? What is the point of that contrast/paradox? What does that illuminate about death?
ReplyDeletePerhaps you could close read the songs they sing and find some significance in that?
If you wanted to use some meter/feet you could analyze how Hamlet speaks back to them and look at that interaction, unless Hamlet switches to prose also. If that does happen, then what is the purpose of that?
Some random ideas for your first question:
Death in videogames - you come back alive right? or you start back from some point? does that in anyway sort of relate to the clowns' belief about life/death? But then there's that ultimate doomsday that you talked about in your close reading... does that parallel to anything in videogames? like the actual end of the video game - when is that?
Just some ideas. Hopefully some of it helped!
Going off of Irene's point about respawning in videogames, you might be able to relate that videogames deal with the cycle of life, and the clowns handle the cycle of life (bodies in ground --> worms decompose it --> worm is fish food --> fish feed woman -->gives sustenance for her child --> child is born --> child dies etc). The song they sing actually related to the cycle of life. I also like her point about life after death and doomsday if you can find a way to tie those together.
ReplyDeleteAlso, in your close reading you mention the clowns think that there is a inequality in terms of death, I think they consider it more in terms of burial, but I understand the point. They highlight a social issue about death and video games highlight a social issue in that they are only played by those who can afford them. That might be relatable.
In my Core 102 paper I talked briefly about how gravediggers were the most powerful of all men. Since the peasants in videgames don't have any power, this would be a good contrast.
As far as the spade, I'm pretty sure it is just his shovel and he is asking the second clown to hand it to him, but thats just what I interpreted.
Also, I'm not sure if it will make it more easier or not, but maybe if there is one particular game you see connecting best with your argument, you will have more solid evidence to use in comparisons than just saying videogames.
I think expanding on your idea of comparing the way death is treated in video games to the way the clowns treat death is your most compelling idea.
ReplyDeleteDeath in video games is so casual, used to end a level rather than to evoke actual emotions. The clowns don't view death as an emotional affair, it's only an end.
This video kind of plays into your idea...
https://www.youtube.com/watch?feature=player_embedded&v=gJ6APKIjFQY
Very interesting and unique idea. Video games are an escape from reality. They allow you to experience things you never could otherwise. I think that, in Hamlet, you could think of the gravediggers as an escape from reality. They deal with dead people instead of the living, and have an isolated view of society. Though in a way, they are at the same time the realists in the play, and spark in Hamlet his ideas about how everyone returns to dust. Also, I do think that the whole idea of the clowns and video games both showing a desensitization to death is a solid parallel.
ReplyDelete