Filmic Adaptation
Adaptation,
Circulation, and the Canon: Pride and
Prejudice in the Marketplace
Gwendolyn Blume, Univ. of Wisconsin-Madison
In Franco Moretti’s recent work on the canon, he uses an evolutionary model to suggest that novels which survive do so on the basis of formal devices which prove successful. In this paper, I introduce the question of adaptation into this evolutionary model – specifically, film adaptations of Pride and Prejudice (including Joe Wright’s 2005 production), contemporary rewritings (including Bridget Jones’s Diary) and sequels (including Internet fanfiction) – in order to think further about the relationship between adaptation and audience. I distinguish an adaptation from an intertext as theorized by Kristeva in that an adaptation appeals to the market value of the original, to the names Jane Austen and Pride and Prejudice as representing a brand, so that the promise of an adaptation is that it will give the audience more of what they liked the first time. The subsequent issues of circulation, gender, class, and the institution of the reader question not only the myth of a coherent text which has endlessly followed translation and adaptation, but also the myth of a coherent culture which has allowed distinctions between high and low culture to continue.
An Uneasy Convergence:
“Scar” Literature and French Auteur Theory in Dai Siejie’s Balzac and the
Little Chinese Seamstress
Lyon Evans,
For the MMLA's upcoming convention in Chicago (Nov. 2006) on High and Low Culture-- and the suggested topic, novel into film-- I would like to propose a paper on the relation between the novel by Dai Siejie (published in 2000 in French and translated into English the same year), _Balzac and the Little Chinese Seamstress_, and the film version of the novel (same title, Chinese with English subtitles), written and directed by Dai himself, shown in New York in the fall of 2005, and now out on video. The novel is an instance of what is termed "scar literature": works published since the opening of China in 1979 that address the ordeal of the Cultural Revolution (1965-75) and its impact on the lives of the Chinese people, especially those who became a target of the Red Guards and those (principally intellectuals and their children) who were "sent down" into the countryside for their supposed bourgeois counter-revolutionary tendencies.
Although my dissertation and publications are in
American literature, I became interested in contemporary China when I spent a
spring 20000 sabbatical teaching English language and American literature and
culture to Chinese English majors at the Luoyang Institute of Technology
(since renamed the Henan University of Science and Technology) in Luoyang,
Henan Province, in north central China. I fell in love with
Dai's novel interested me because it's highly readable and teachable and gives undergraduate students at my university a good introduction to the Cultural Revolution. Additionally, compared to most of the other works of scar literature, Dai's novel manages to be light-hearted and whimsical despite (or in the midst of) the bleakness of the story: two city youth are sent down to the countryside in a remote Sichuan Province village with little expectation that they will ever be free to return to their families or resume their education. The narrative-- in which the young men's lives are transformed when they discover a suitcase full of banned western novels (translated into Chinese)-- also cleverly and subtly explores such "high culture" themes as the liberating and subversive power of reading, the erotics of reading, the relation between the text and the body, and so forth. (Dai, a Chinese emigre to France in 1984, has learned well from Roland Barthes and the narratologists and post-structuralists.) Finally, the novel constitutes a kind of meta-comment on its own creation, as the (unnamed) first person narrator, one of the sent-down youths who discovers and reads banned books in the suitcase, is transformed from bumbling to masterful storyteller, his mastery reflected in structural changes in the narrative as well as in its content.
Dai, who was himself sent down into the
The film version of _Little Seamstress_, I will show,
differs from the novel in its conspicuous alterations in the plot (I'll analyze
them and explain how the plot shifts subtly affect the viewer's relation to the
story), as well as in the addition of a postscript (in the film-- but not
in the novel-- the protagonist returns to the Sichuan village from his home in
France two decades later). These changes suggest a deeper truth about
Dai's situation and his art: Translated into 25 languages but not Chinese, and
banned in his native
The foregoing summary of my views of the relation between Dai's novel and his film is still rough-- there's a lot to work out-- but my abstract should give you an idea of where I want to go with, how I propose to develop, the "novel into film" topic , itself an aspect of the High versus Low (or Popular) Culture focus of the 2006 MMLA conference.
Rewriting the Rules:
Writing Elite Models Out of Film Genre, Writing the Game Movie In
Allison McGuffie,
allison-mcguffie@uiowa.edu
Traditional definitions of film genres are largely based on
elite models which continue to valorize “high Culture films” and marginalize
“low culture movies.” According to
traditional hierarchies, movies adapted from video games – a merging of already
“low” cultural forms – are seen as poor examples of established genres, such as
action or horror. Consequently, game
movies, such as Resident Evil, Final Fantasy or Mortal Kombat, are evaluated by the
standards of disparate genres and are routinely subject to harsh judgments from
popular critics.
Maintaining cultural hierarchies through the strategic definition and use of film genres is performed at the expense of those who make up the audience for game movies, especially those who identify with gaming subculture. Recognition of the game movie as a separate genre, deserving of its own evaluative standards, is needed to give legitimacy to an audience which is otherwise disenfranchised and invisible in the realm of film criticism.
Rather than attempt to valorize game movies through traditional models, this paper rewrites the formula by which film genres are defined – incorporating social, industrial and textual factors to give meaning to the genre – thereby minimizing elite standards and producing a legitimate space for game movies.