Tag: game pieces

Who Owns a Musical Idea?

So I’m organizing this show about intersections between games and music, a topic I’m currently mildly obsessed with and will probably continue to be mildly obsessed with for the foreseeable future. Among other things, I was very interested in doing a demonstration or performance of John Zorn’s Cobra, since I think it’s probably the most successful and enduring example of the “game piece” genre. As it should be—it’s an amazing work that encapsulates almost an entire musical language in itself.
However, presenting Cobra without the presence of Zorn is…problematic. Zorn himself has said a number of times that a performance of the work is not official unless he is there to oversee it. In theory he left an escape valve, allowing unofficial performances of the work as long as they are marked with a figurative asterisk and clearly designated as “renegade Cobra,” or “outlaw Cobra,” or some other variant.

In practice, though, this mostly means that people are afraid to play Cobra, including me. It’s “bad karma,” as a friend once described it to me. If the planet were about 20x larger, maybe things would be different, but the new music community is just too small and intertwined, and hardly anyone is more than a couple degrees of separation away from Zorn.

What does this mean for the future of the work or works like it?

I recently learned about Blissymbolics, an ideographic writing system invented by Charles K. Bliss. Bliss’s motivations for creating the system were humanitarian, maybe even utopian. After spending time in the concentration camps of Dachau and Buchenwald during World War II, he was struck by how the German language was perverted by Hitler and the Nazis for their own ends. Bliss imagined a universal language that would be less susceptible to these distortions, and less prone to misunderstandings. This language could bring about peace between nations, Bliss believed.

Not terribly surprisingly, Blissymbolics did not have the effect or popularity that Bliss imagined. But years later, an educator named Shirley McNaughton discovered that it could be a powerful tool for helping children with cerebral palsy and other disabilities communicate with their teachers and each other. Bliss was initially overjoyed by this development, but soon became dismayed at the additions and alterations that teachers made to the language to make it more useful for their students. This was taking the symbols away from their original purpose, Bliss insisted, and back to the original problem of language. Bliss and McNaughton eventually reached an agreement, but not until after a protracted and expensive legal battle. One of the conditions of this agreement was an exclusive license—in other words, only one organization is authorized to use and publish the symbols throughout the world. The result of this is, arguably, that Blissymbolics isn’t nearly as widespread as it could be or should be.
I don’t think Blissymbolics is entirely analogous to Cobra—I’m not sure I’d call Zorn an idealist, for example—but the parallels are potentially illuminating. Cobra is almost 30 years old and no other game piece since has achieved the same level of significance. Is this because it said all the form has to say, or because development has been stifled somehow? I should mention that I’m sympathetic to Zorn’s point of view. It is extraordinarily hard to “get” Cobra without being taught it personally, and this kind of oral tradition is very susceptible to iterative distortion. Games seem particularly prone to being subverted for ends contrary to the original intent—I can’t help but think of how the socialist-leaning Landlord’s Game became the celebration of capitalism that is Monopoly.

At the same time, these distortions are an inevitable part of living culture. And Zorn is far from the only one to be wary of these distortions. In a way, the entire Western classical tradition, as it’s constructed today, is extraordinarily resistant to the idea of being a part of living culture. Compositions are fixedthe score is the work, differences in performances notwithstanding. Contrasted with most musical traditions, this seems like an anomaly, but composers are trained to accept this as the normal and natural state.

Of course, nothing’s stopping anyone from writing another game piece, but this proposition ignores how creativity actually works, how new ideas are derived from variations on old ones—that very same process of iterative distortion that we’re so scared of. I can imagine a genre of Cobra clones, or Cobra likes, each distinct from the rest. How far from the original would it need to be to be considered a new work? Should Cobra be considered a composition in the classical sense, or is it something different? And if it’s something different, what rules of ownership should apply to it? This is uncharted territory.

An Audience of Performers, Part 2

Last week I talked about how the traditional role of the performer as the interpreter between composer and audience was upended in the 20th century, culminating in the composer becoming a barrier between performer and audience, at least in the estimation of Cornelius Cardew. This was also the crux of a presentation I gave at last week’s Ends of Audience symposium in London, and while I was there I couldn’t resist the temptation to do a small, very unscientific experiment with my audience. The symposium was attended by artists and academics in a variety of fields, with most possessing backgrounds in theatre. In other words, very few had the same kind of musical background as me (or your typical NewMusicBox reader, for that matter). At the beginning of the talk I played this video for the crowd, devoid of any context:


From “On the Edge: Improvisation in Music” (1992)
Some of you may recognize the video as a performance of John Zorn’s Cobra, a game piece for improvising musicians that takes many of its cues from John Cage, Earle Brown, Cardew—those same composers who re-imagined the composer-performer-audience relationship in the past. Like the works of those composers, Cobra is music for musicians first:

My particular thrust in writing the game pieces—as with all of my music—is to engage, inspire and enthrall a group of musicians into doing music that they are excited about, so that that excitement is passed on to the audience. It’s crucial that there’s a close relationship and a dialogue between performer and composer.[i]

I asked the audience if they felt like they understood what was going on in the video, or if they were mystified by it. (This wasn’t a binary; “both” was also a valid option.) Nearly everyone, except 2 or 3 people, admitted to being confused.[ii] Then, near the end of the presentation, I led the audience in an a capella performance of “outlaw”[iii] Cobra, after teaching them a few basic cards and hand gestures. The contrast between the bemusement while watching Cobra and the excitement and enthusiasm while playing Cobra was palpable and even more striking than I had imagined. Suddenly, upon learning the rules and properties of the game, the aura of confusion around the music was dispelled, and became infused with meaning and life.

This little imprecise, impromptu experiment goes a long way towards confirming something I’ve suspected for a long time—that as composers, simply making “good music” in our idiom(s) of choice is not enough, when many people simply may not have the footholds to grasp our intended meanings.

It may be possible to embed some educational information in the music itself, and it’s a new music cliché—I forget where I first heard it—to say that a piece that invents its own rules must first establish those rules for the listener. Mimimalist/process-based music often excels at this (see Andriessen’s Hoketus), which might account for some of its relative popularity, but it also risks becoming exasperatingly didactic (see Andriessen’s Hoketus, again).

In the end, education and cultivating a sense of participation may be the only way forward if we want new music to be a living, self-sustaining art form. We also need good data; what are audiences actually thinking and feeling? Thankfully, this need is at least starting to be acknowledged within academia. At the symposium, I was thrilled to find out about the research efforts of Professor John Sloboda and Dr. Helena Gaunt at the Guildhall School of Music and Drama’s Understanding Audiences Programme, and I hope others follow their lead.

*

i. Zorn, John (2004), “The Game Pieces”, in C. Cox, D. Warner, Audio Culture: Readings in Modern Music, New York: Continuum, p. 197


ii. Granted, the editing of the video adds to this confusion. Within the rules of the game, many of the cards held up by Zorn do not correspond to the actions or sounds produced by the musicians onscreen, giving the impression that the video has been stitched together from unconnected takes.


iii.Zorn has never published Cobra, but allows it to be passed down through oral tradition. However, he is quite adamant that a performance is “official” if and only if he is present, making all other versions of Cobra “outlaw” or “renegade” by default.