Thus far, most discussions of cinema in the digital age have focused on the possibilities of interactive narrative. It is not hard to understand why: since the majority of viewers and critics equate cinema with storytelling, digital media is understood as something which will let cinema tell its stories in a new way. Yet as exciting as the ideas of a viewer participating in a story, choosing different paths through the narrative space and interacting with characters may be, they only address one aspect of cinema which is neither unique nor, as many will argue, essential to it: narrative.
The challenge which digital media poses to cinema extends far beyond the issue of narrative. Digital media redefines the very identity of cinema. In a symposium which took place in Hollywood in the Spring of 1996, one of the participants provocatively referred to movies as “flatties” and to human actors as “organics” and “soft fuzzies. “[2] As these terms accurately suggest, what used to be cinema’s defining characteristics have become just the default options, with many others available. When one can “enter” a virtual three-dimensional space, to view flat images projected on the screen is hardly the only option.
When, given enough time and money, almost everything can be simulated in a computer, to film physical reality is just one possibility. This “crisis” of cinema’s identity also affects the terms and the categories used to theorize cinema’s past. French film theorist Christian Metz wrote in the 1970s that “Most films shot today, good or bad, original or not, ‘commercial’ or not, have as a common characteristic that they tell a story; in this measure they all belong to one and the same genre, which is, rather, a sort of ‘super-genre’ [‘sur-genre’]. [3]
In identifying fictional films as a “super-genre’ of twentieth century cinema, Metz did not bother to mention another characteristic of this genre because at that time it was too obvious: fictional films are live action films, i. e. they largely consist of unmodified photographic recordings of real events which took place in real physical space. Today, in the age of computer simulation and digital compositing, invoking this characteristic becomes crucial in defining the specificity of twentieth century cinema.
From the perspective of a future historian of visual culture, the differences between classical Hollywood films, European art films and avant-garde films (apart from abstract ones) may appear less significance than this common feature: that they relied on lens-based recordings of reality. This essay is concerned with the effect of the so-called digital revolotution on cinema as defined by its”super genre” as fictional live action film. [4]
During cinema’s history, a whole repertoire of techniques (lighting, art direction, the use of different film stocks and lens, etc. was developed to modify the basic record obtained by a film apparatus. And yet behind even the most stylized cinematic images we can discern the bluntness, the sterility, the banality of early nineteenth century photographs. No matter how complex its stylistic innovations, the cinema has found its base in these deposits of reality, these samples obtained by a methodical and prosaic process. Cinema emerged out of the same impulse which engendered naturalism, court stenography and wax museums.
Cinema is the art of the index; it is an attempt to make art out of a footprint. Even for Andrey Tarkovsky, film-painter par excellence, cinema’s identity lay in its ability to record reality. Once, during a public discussion in Moscow sometime in the 1970s he was asked the question as to whether he was interested in making abstract films. He replied that there can be no such thing. Cinema’s most basic gesture is to open the shutter and to start the film rolling, recording whatever happens to be in front of the lens. For Tarkovsky, an abstract cinema is thus impossible.
But what happens to cinema’s indexical identity if it is now possible to generate photorealistic scenes entirely in a computer using 3-D computer animation; to modify individual frames or whole scenes with the help a digital paint program; to cut, bend, stretch and stitch digitized film images into something which has perfect photographic credibility, although it was never actually filmed? This essay will address the meaning of these changes in the filmmaking process from the point of view of the larger cultural history of the moving image.
Seen in this context, the manual construction of images in digital cinema represents a return to nineteenth century pre-cinematic practices, when images were hand-painted and hand-animated. At the turn of the twentieth century, cinema was to delegate these manual techniques to animation and define itself as a recording medium. As cinema enters the digital age, these techniques are again becoming the commonplace in the filmmaking process. Consequently, cinema can no longer be clearly distinguished from animation.
It is no longer an indexical media technology but, rather, a sub-genre of painting. This argument will be developed in three stages. I will first follow a historical trajectory from nineteenth century techniques for creating moving images to twentieth-century cinema and animation. Next I will arrive at a definition of digital cinema by abstracting the common features and interface metaphors of a variety of computer software and hardware which are currently replacing traditional film technology.
Seen together, these features and metaphors suggest a distinct logic of a digital moving image. This logic subordinates the photographic and the cinematic to the painterly and the graphic, destroying cinema’s identity as a media art. Finally, I will examine different production contexts which already use digital moving images — Hollywood films, music videos, CD-ROM games and artworks — in order to see if and how this logic has begun to manifest itself.