Tag Archive for shanzhai

Giving pleasure, not a political lesson

Darth Vader lianhuanhuaWell, the Star Wars comic has proved shockingly popular; I’ve been keeping up on both where it’s going & the sorts of discussions its been stimulating with great interest. I’ve actually been pleasantly surprised that there’s been a lot of delight (and trying to figure out where the references are coming from), versus generalized grousing about shanzhai culture in China; the timbre of the discussion also seems a bit different from the usual ‘point and laugh at bizarre Chinese shanzhai whatever.’

I was burbling to a colleague about its spread & he asked why I was cordoning it off from my ‘actual work’ (‘This is your actual work!’ was basically his response), but I suppose I’ve looked at it as an idle curiosity, with barely any connections to my research topic of the past few years – especially with some of the grandiose titles authors have come up with, discussing its rarity and my “unearthing” of it (I feel as though I unearth things from the archives; this was a cheap purchase on the fly!). Unlike Nick Stember (who has been posting translations of the comics on his site, and did a wonderful post on lianhuanhua adaptations of Western movies), say, or any number of other academics, I don’t primarily study visual culture. I certainly don’t deal with interpretations of Western culture in the PRC (at least, not of this sort) - Li Huiniang (a lot of the great ghost operas, really) is about as classically Chinese, in form, language, and content, as one is going to get.

But a comment on the Star Wars post got me thinking. The comment noted:

So this is a story of a rebel faction (written as 造反者, no less) fighting against the tyranny of a great empire, and it was just so casually published in China back then? I find this rather interesting.

In contrast, a translated Japanese light novel “No Game No Life” was recently banned in China, because the protagonists won a (modified) chess game by inciting a coup in the opponent’s (chess-piece) camp, and the book was deemed to promote subversion, blah blah blah,

Actually, I find this very unsurprising; of all the things that have crossed my mind, the “rebel faction fighting great empire” being problematic was not one. Perhaps if Star Wars had premiered in 1963; but 1980? The post-Cultural Revolution “thaw” of the very late 1970s/early 1980s looks remarkably like the post-Great Leap Forward thaw of the early 1960s. My research concerns opera in particular, but the relative relaxation of both periods was seen elsewhere, and for very similar reasons (and, I would guess, opera was generally considered more of a bureaucratic priority than lianhuanhua: regulation would have been stiffer for opera). The present, of course, is a different kettle of fish altogether; who knows what would be said about this presentation of Star Wars right now?

The Star Wars comic may seem a strange thing to try and compare to traditional Chinese opera (xiqu 戏曲), but consider the fact that (quoting from my Appendix piece on Li Huiniang through the ages) there is a very beloved plot structure in Chinese theatre, going something like this:

It is a time of great crisis for China, a period when peasants break under the strain of government pressure and foreign armies agitate on the borders. A cruel or impressively incompetent ruler is in power, a person who cares for little but his own pleasure. At best, he ignores pressing political issues and the unhappiness of his people; at worst, he makes the lives of the people worse through draconian punishments and inhuman land requisitions and taxation. Weak and corrupt lackeys and subordinates surround him. But there is somebody—there is always at least one person—who finally stands up to him. It may be an official with a sharply honed sense of right and wrong, or perhaps a gutsy young scholar who burns with righteous fury. And sometimes there is an innocent bystander who meets a gruesome, unjust end.

Little guy against the big guy (even in Hai Rui Dismissed from Office [Hai Rui baguan 海瑞罢官] – by Wu Han 吴晗 – you’re dealing with an important minister versus an even more important person – the emperor); the big guy is invariably doing something wrong (usually really, really wrong). In the case of Li Huiniang 李慧娘, one of the ghost plays I study most intensely, it’s a combination of gutsy young scholar & a powerless concubine. The scholar stands up for himself in the face of the evil prime minister (who is cavorting by West Lake while the peasants starve and barbarians mass on the northern borders: callous and incompetent), the concubine remarks admiringly on it, and she winds up dead at the hands of the prime minister (and returns as an incredibly righteously indignant ghost, at least in the version by Meng Chao 孟超).

An edition of Li Huiniang used by the Beijing Kunqu Troupe; it is marked "poisonous weed" above the crossed out title - below is noted that it is "evidence for criticism." From my personal collection.

Li Huiniang script used by the Beijing Kunqu Troupe, marked “poisonous weed” above the crossed out title – below is noted that it is “evidence for criticism.” From my personal collection.

Until 1963 – and, for plays like Hai Rui, until 1965 – these sorts of story lines weren’t read as subversive, at least not in official channels. They were celebrated for encouraging a “resisting spirit,” “spirit of revolt” [fankang jingshen 反抗精神] in their audiences; naturally, they were not talking about the spirit of resisting the Party, but of everything else that needed to be resisted (America, capitalism, revisionism, landlords, Confucianism, the patriarchy, whatever: the list is practically endless).  Some of this is simply part and parcel of the game of Marxist showmanship, where intellectuals and artists trotted through a pretty standard set of narratives to justify why certain types of culture – often the things Mao had said (at Yan’an) ought to be “totally destroyed” – were perfectly appropriate for socialist China. On the other hand, I’m not keen to dismiss all of that kind of talk as meaningless: I think there was a kernel of truth underneath all those claims (that is, I think a lot of the writers did believe in the power of art, and did think it could be “educational” without being over the top, and did think “the masses” probably had something to learn from watching well-loved classics).

However, there was undoubtedly an element of modern “indirect remonstrance” regarding the Great Leap Forward by senior intellectuals who were writing these revamped classical tales. But that (like the story lines themselves) is a grand tradition. Tian Han 田汉, the famous playwright who also write a revised historical drama along the same lines (Xie Yaohuan 谢瑶环), supposedly told Meng Chao that Li Huiniang‘s great fault was that opera (qǔ 曲) should be “bent” or “indirect” (qÅ« 曲); Li Huiniang was too “unyielding,” or “not bent,” or “direct” (buqū 不曲).1 As it turned out, they were considered “too direct” – an attack on the Party, or on Mao himself – after 1963; Li Huiniang, Xie Yaohuan, Hai Rui, and their authors were savaged in the early days of the Cultural Revolution, the first casualties of that long decade. I’ve written about all of this in my Modern Chinese Literature & Culture article, “A Ghostly Bodhisattva and the Price of Vengeance: Meng Chao, Li Huiniang, and the Politics of Drama, 1959-1979.”

But the terror of the Cultural Revolution was not foreordained in 1961, and it was a period of relative relaxation, insofar as parts of the cultural realm were concerned. Who could have seen 1966 coming when Chen Yi 陈毅 (at the time the Foreign Minister) commented on the profusion of crappy, didactic dramas that flourished during the Great Leap Forward: “Plays,” he said, “should give us pleasure and artistic satisfaction, not a political lesson.” The reasoning was, of course, that having come through such a dreadful period, people just needed to be entertained; to smile and be happy; to forget. Zhang Zhen 张真, a staunch defender of traditional drama throughout the 1950s and early 1960s, wrote in 1956 on the overzealous application of certain rules regarding drama (in this case, the dictate that the masses should not be made the butt of jokes):

… the clowns have all washed their faces clean [referring to the traditional makeup style of clown characters] …. This is most odd. Can it Screen Shot 2014-05-31 at 11.25.24 PMbe that there are people who believe that the construction of socialism and laughing are incompatible? Some people think these little comedies have no didactic purpose, but I think in regards to [them], we should just want them to give the audience a healthy laugh, and this is enough.

The tension between didactic drama and artistically valuable drama (or just entertaining drama) is felt throughout the period. But in the short thaw of the early 1960s, although playwrights and intellectuals didn’t back away totally from the need to justify their work on socialist merits, they weren’t tied to producing works of often questionable creative and artistic standards (indeed, the performance of contemporary-themed revolutionary works – never terribly robust – drops to practically nil in the period between 1960 and 1964).

In any case, the Cultural Revolution didn’t kill these plays (their authors were another matter entirely); in the period following Mao’s death and the fall of Jiang Qing’s clique, known as the Gang of Four, in 1976, drama journals resumed publication, photographs of ballerinas with bayonets and opera singers dressed in the dull olives and blues of military uniforms were replaced (gradually) with those of plays that hadn’t seen a stage for a decade or more – actors in beautifully embroidered robes, actresses resplendent in glittering headdresses. Li Huiniang returned in 1979, one audience member recalling that when the curtain went up on the first performance in Beijing, the audience’s nervous, excited energy was palpable.

Part of this was due to the political situation, no doubt – a sign that other, more recent specters of the past were at least locked in jail – but it’s also a testament to two things: one, the enduring power of these types of classical tales (and their incredible adaptability); two, to a much more relaxed atmosphere of cultural production, one that hadn’t been seen since the early 1960s (again, this is all relative).

So, in a climate that was downright encouraging of plays like Hai Rui and Xie Yaohuan and Li Huiniang – not just plays that could be read as subversive, but had been actively criticized as attacking Mao and the Party (it’s probably a testament to how neutered traditional drama has become that it’s now pretty much in the camp of “safe and glorious national product,” ghosts or no ghosts) – plays that celebrated the long odds of the little guy versus overwhelming (usually state) power, Star Wars would’ve fit right in. Sure, it was American in origin, but it’s not like it was set in America – it’s science fiction (frankly, I’d think this less dangerous in many respects than classical Chinese tales set in China – never mind classical Chinese tales set in China that have already been accused of trying to bring down the Party). So many of the Cold War-era, space racey elements “could have” been read as us (China, the little guy!) versus them (American capitalists! The Soviet Union!) – without venturing into us (the masses) versus them (the CCP). Even more topically, it could be read as us (the masses) versus them (the Gang of Four & the excesses of the Cultural Revolution).

Besides, there were much more vicious critiques that were allowed to be published. One of my favorite essays is one I’ve written aboutI think of Meng Chao” 我怀孟超 by Lou Shiyi 楼适夷 – published in 1979, where he says (in a not terribly subtle, extraordinarily sarcastic manner – and this was published in People’s Daily!) of the period of early Li Huiniang criticism:

At the time I didn’t really understand – how could “anti-Jia Sidao” count as “anti-party”?  Don’t tell me our great, righteous, glorious, and honorable party was harboring a Jia Sidao?2

A fantastical space opera tale, no matter what kind of resistance it was encouraging, looks pretty tame in comparison to some of the cutting remarks of senior CCP members who had been through the gamut & had had it. So I suspect it was “allowed” because, as Chen Yi & Zhang Zhen discussed drama in the ’50s and ’60s, it could entertain people, and the people desperately needed to be entertained. Further, there were much more important things to keep an eye on. Just as bureaucrats had in the wake of the Leap, attention was turned towards getting the economy and society back on track, and away from tighter control of the cultural sphere. Policing lianhuanhua must have been pretty low on the list of things to take care of.

Besides … if I were looking for rebellion-fomenting culture c. 1980, I’m pretty sure Darth Vader & a triceratops would not be tops on my list of dangerous media. I mean, really: just look at it!

Screen Shot 2014-06-01 at 12.15.52 AM

 

Show 2 footnotes

  1. Clever bit of word play from a clever man; unfortunately, none of them were clever enough to get themselves out of the trouble they inadvertently created for themselves by writing historical dramas.
  2. Surprise: it was!

Sailing the high seas (II)

A Ming ship from the voyages of Zheng He 郑和, utterly dwarfing the European galleon by comparison (insert game piracy analogy here)

Part 2 of 2: On shanzhai products as an object of study

Like Part I, a lot of this is simply my preliminary ramblings on the subject – I still have a lot more research to do (don’t we always), but this is a starting point for me, conceptually and otherwise.  I’ve been getting increasingly excited about the market for foreign games in China (both legal and not), and what follows is my first attempt at putting down my early thoughts in a somewhat coherent manner.  I’m probably using the term shanzhai too broadly, but I will wait for another day to try and tease the complexities out more clearly.

a. On piracy in China

Piracy of all kinds is rampant in China, as noted in the last post (and as anyone who keeps up with the news, or has set foot in the country, undoubtedly knows).  However, simply stating that doesn’t really get us anywhere.

Last week, Gamasutra published a small piece on a report released by the Entertainment Software Association (ESA), which noted that over half of all pirated games come from five watch list countries: Italy, China, Spain, Brazil and France.  OK, no huge surprises there, though there’s some quibbling on how the figures were arrived at.  I looked at the comments on the article and was curious to see some of the takes on why this might be so.  I was aghast when this little gem leapt out at me:

China is not a commerce based country like the U.S. so it won’t adopt our policies.

(I might have choked on my morning tea when I read this for the first time.) Not commerce based?  What does that even mean?  If one thinks China isn’t commerce based, how in the world does one come to grips with the incredible explosion of development (and all the business deals!) over the past decade – and longer?  And that’s ignoring commerce of a less global type, like the little old ladies at the vegetable market wanting to getting the best price on their mountain yams, and passionate bargaining that sounds like it’s about to come to blows at any minute.

People not conducting commerce in 12th century China. Detail from the Qingming shanghe tu 清明上河图 (Song dynasty), Zhang Zeduan å¼ æ‹©ç«¯

Obviously, I don’t think the issue is commercial failings on the part of Chinese society. An actual “problem” (if we want to call it that), and one that was recently in the news, is the “price is the bottom line” culture that pervades shopping here.  Best Buy, the large US retailer, recently shuttered all of its China stores (and by recently, I mean this past Tuesday – after the company denied rumors of closures on Monday).  Adam Minter has been discussing the closure over at Shanghai Scrap, and points out that part of the retail giant’s problem was being unable to adjust to the demands of the Chinese electronics market.  A market that is “already crowded, highly-competitive and extremely price sensitive ….”  Further,

Best Buy didn’t enter China intending to hire talent that knew how to be successful in China. Rather, it entered China intending to create talent that knew how to be successful in North America. That might work very well in Canada, where the retail culture is decidedly service-oriented, but it was going to be a hard, hard road in China where – even Best Buy’s internal studies showed – price was still king for most consumers.

It’s one reason shanzhai products are all over the place, I think.  Does it really matter if you have an authentic Nintendo charger, or an “authentic” Nintudo charger?  How much is it worth to you?  For a lot of customers, spending time haggling with retailers and walking out with a charger that runs a quarter or less of list price in the US is worth that misspelled name on the product (as long as it works – and a lot of it works just fine).  Same thing with shanzhai cartridges, DVDs, CDs – well, do they work, or not?  And how much would you have paid for the gratification of knowing you had an “authentic” product?** I have a hard time envisioning anyone buying a game at a Chinese brick and mortar store or on Taobao saying the following: “Good heavens!  This game I paid a ridiculously low price for is FAKE!  I’m marching right back and returning this” (I can imagine consumers raising a big fuss if it didn’t work or wasn’t the game advertised, which are different matters altogether).  Many Western gamers, on the other hand, seemed surprised and even affronted if the game they purchased for a ridiculously low price on eBay, for example, is a shanzhai copy – even if it is the game advertised, and it works.

Obviously the problem of piracy and shanzhai products impacts a whole lot more people than the Chinese consumer looking for a good deal at Metro City.  It’s big business, both for people pirating and people trying to prevent pirating.  The blog PlayNoEvil is dedicated to security issues, piracy, real-money transactions (RMT – the foundation for “gold farming”), and digital rights management (DRM) – a great read if you’re interested in those kinds of issues.  As an aside, DRM frequently winds up crippling end users who have legitimately purchased a game, and barely puts a dent in efforts to pirate the games (in fact, pirated versions can work better in many cases, since they’re not hampered with crippling DRM!). Rock, Paper, Shotgun’s John Walker recently posted a great essay on some (very serious) Ubisoft DRM issues, and closed with this:

I have to finish by observing what we all already know, and yet that which the publishers refuse to acknowledge: When your game comes with crippling DRM that prevents someone from legitimately playing it, but a pirated version has all this patched out such that it works as you would wish a product would work, piracy is offering vastly better customer service than you. And therefore your customers, literally unable to use the product you’re selling, will turn to the better offer. At the moment you are charging £35/$60 for a product that is much, much worse than one that can be obtained for free. Please, can you present this information to your shareholders?

b. On piracy and translation

[I will apologize here for my ham-fisted approach to the really complex issues surrounding translation/localization.  It’s something that I’ve just recently come to ruminating on, so these are just preliminary thoughts without much background research to back them up.   My friend Stephen Mandiberg has been working on translation and localization for quite some time, and he has much clearer, more erudite thinking on the matter(s) than I probably ever will have.  You can read his writing and work over at his site, Trans(ference/lation/ition): the movement of cultural texts.]

Piracy is one of the most pressing concerns for companies thinking about making an entrance into China – and one reason given for the astonishing lack of Chinese localizations of games.  A few notes on game hardware (PlayStation, Xbox, Wii, PSP, etc.) in China.  They’re technically illegal and have been since 2000 (Nintendo does market here under the iQue brand, but only the DS is here on the up-and-up – any Wiis for sale have been traveling through the grey market).  That doesn’t mean you have to meet people in dark alleys to get your console fix; to the contrary, they’re out and being sold in public quite openly.  It does mean that the popular foreign systems aren’t supposed to be here anyways, for the most part, and legitimate games can cost an arm and a leg (or at least as much as you’d pay in the US) – one reason is that they’re being imported through grey market channels.

The current situation is not nearly so harmonious as in the halcyon days of the Greater East Asian Co-Prosperity Sphere

Back to piracy and (lack of) localization, and lack of legal availability.  Here we have a chicken-or-egg problem.  What came first?  I have no idea, but it’s an issue.  I’ve heard apocryphal tales that long ago, Nintendo decided “to hell with the Chinese-language market!” when they discovered the Taiwanese government owned a sizable stake in a company dedicated to pirating Nintendo cartridges.  Whether or not the story is true is somewhat irrelevant; it neatly encapsulates part of this vicious cycle.  Foreign companies don’t want to invest money into product launches, localization, and marketing when the stuff is going to wind up being pirated and sold on Taobao for 6 yuan (and with tacit – or explicit – government approval to boot).  And who can blame them?  It’s a losing proposition financially.

Which leads me to another part of the produce-pirate-produce cycle.  I’ve been on the hunt for (legitimate, non-shanzhai) Chinese language localizations of role playing games (RPGs) for my (legitimate,  non-“cracked” – which means they’re not ready to get around any DRM issues) handhelds. I’ve discovered that by and large, they don’t exist.  Japanese companies frequently do an “Asian edition” – just another one of the multiple editions that will be part of a global release.  Except … not quite.  They’re generally the Japanese version of the game – voices, text, menu screens, everything.  The only difference is the inclusion of a sheet of instructions in Chinese (and English).  For many types of games, this may not be an issue (and for many types of gamers, depending on why they’re playing).  But for gamers who don’t read or speak Japanese fluently, partially, or at all, they’re left with a pretty pricey game that they may not be able to fully appreciate (particularly an issue, I think, with games dependent on story – if that’s part of what a gamer is after).

So while there’s the issue of price (pirated stuff is just cheaper – significantly so, especially if it’s free!), there’s also the issue of “You want me to pay how much for a game that’s in another language?”.  There is significant time invested by people into making “Chinese editions” (zhongwen ban 中文版) of games that were never intended to be in Chinese; these are widely available, both as free downloads and for sale very cheaply in stores or on Taobao. I’m not suggesting that piracy would magically go away if every game company suddenly decided to release a Chinese localization of their products – it absolutely wouldn’t.  But it is another part of puzzle.  Gamers aren’t just snagging pirated copies of English or Japanese releases (though they’re certainly doing lots of that).  They’re also acquiring pirated copies that have been translated into Chinese.  They’re getting versions of games that literally cannot be purchased legally – they don’t exist.

c. On pirated products as objects of study

The first problem with taking up the topic of pirated products in China is the wide variety of meanings we can attach to “pirated products.”  While sorting objects into categories and attaching labels is, of course, problematic – most fledgling China scholars have been hit with the question “Well, what China are you talking about?” at some point or another – it is necessary to lay out exactly what we’re talking about (or try to, at least).  I have a couple of categories I’ve been bouncing around; they ignore a lot, but it’s a starting point for me:

A screen from the (unauthorized) Chinese translation of Crisis Core (Square Enix, 2007) for the PSP

  • Pirated products in their most basic forms – the DVDs, the copies of Windows operating systems, the games that are simply copies of existing products, the knockoffs of designer brands.  In terms of games, I’m particularly interested in what gamers are getting out of the games that have not been translated.  In the case of games like massive JRPGs, are they turning to other sources to follow the story along (as many Western gamers who buy Japanese releases wind up doing)?  Or is it irrelevant in the face of more important priorities?  What are the priorities (beyond ‘Hey, it’s cheap and/or free!’)?
  • Pirated products that have been unofficially translated (localized?) – the unauthorized translations of releases that otherwise would only be available in Japanese or English, done by Chinese groups or companies.  I’m currently most taken with these “fanlations” – who’s behind them, how they translate them, how the games do on the market in comparison to the same games in languages other than Chinese, how the translators decide on which games to translate, and so on.
  • Products infringing on IP, but that aren’t actually copies of anything.  The Titanic game I referenced in part 1 of this post would be the best example – it’s definitely based on the movie, but doesn’t fit into the two categories above.  I’ve been referring to these types of products as “murkymarket” games in conversations with friends.  These are going to be the hardest to track down – the demand is most likely much, much lower than for AAA, foreign-produced titles made for much more current hardware.  I think the Final Fantasy VII “demake” (porting a game made for the PlayStation to the NES) would probably fit here as well, though there are aspects that fit into the second category.  It’s a “copy” of an existing game, it translates that game into Chinese, but it’s neither a wholesale copy of FFVII for the PS1 or PC, nor is it “only” layering a Chinese translation onto the game as it was published.
  • Products that don’t infringe on IP (the fact that one of the most popular subjects for games in Asia – the classic Chinese novel Romance of the Three Kingdoms – is in the public domain probably helps in this case), aren’t actual copies of anything, but somehow aren’t doing anything other than being a poor imitation of World of Warcraft (this is the usual charge leveled at Chinese MMORPGs).  This is tricky – it doesn’t really fit with the three categories above (there’s not actual IP infringement), but does fit into shanzhai more broadly, at least if we’re considering these games as “imitations” (with some cosmetic changes) of brand name, foreign products.  It’s also a lot more open to interpretation than the obvious examples of piracy.  A friend once described the Chinese MMORPG Wanmei shijie 完美世界 (Perfect world, now localized for the English speaking audience) as “WoW with an Asian facelift.”  Then again, if we’re going to nail Chinese companies for imitation WoW MMOs of variable quality, we should probably take a hard look at all the Japanese and Western companies that make lousy imitations of big titles in whatever game category.  Creators of wannabe Final Fantasy RPGs, I’m looking at you.

Obviously, none of these are exclusive to China – fansubbing/”fanlation” (unauthorized translation), for instance, has a reasonably long history in the US (and elsewhere).  However, I’m a China person at heart (back to that whole idea of selfish obsessions!), and furthermore, the issue of the game market in China is a more pressing concern for a lot more people than amateur “fanlations” of niche manga and anime in the US or elsewhere (though it’s no more “legal” than the Chinese translations).  It also costs more companies more money.

Ethical problem, or thorough research?

If one is equipped with Chinese language, handling the second, third, and fourth types of pirated/shanzhai products isn’t going to be a huge issue to deal with, at least linguistically (I confess to struggling a bit with the acquisition of a new vocabulary relating to pirated games, but it’s just a new area I need to familiarize myself with – just like every other research project in Chinese history I’ve ever taken on!).  There’s an ethical question that bothers me a bit more, at least in reference to the second type of game (and, depending on how one approaches the subject, the first).  The only way to actually get your hands on this stuff is to join the ranks of people acquiring it illegally – either by downloading it off frequently dodgy Chinese websites/torrents, or purchasing cheap copies on websites like Taobao (or heading to your local electronics market).  More concerning is the fact that – for the games designed for the PSP and consoles, at least – you’re looking at having to either modify your current system (an easy enough proposition in China) or purchase one that’s already cracked/modded (pojie 破解).

We’re not talking about doing experiments on humans or animals here, but it does rub me the wrong way that I’ve been cruising Taobao for illegally modified PSPs (so I don’t have to run the risk of potentially fouling up my current, “legal” one) and illegal copies of games in the name of research.  Depending on one’s approach, you could bypass this completely – but I’m interested in playing the games (which I have already purchased and played in their English language releases) myself and seeing how the translation has actually been done.  Oh, the issues we just don’t have to confront when dealing with archival materials from the ’50s!

As for the question of what to do with shanzhai, pirated goods – well, there’s a million angles one could approach these from.  At the moment, I’m personally interested in collecting the “fanlated” games and following discussions along on Chinese forums and sites.  But there’s the myriad problems of regulation, government intervention (or lack thereof), the connection to foreign companies, and if one has Japanese language skills – probably a whole wide world of interesting connections to be made and research to be done (both comparative, and in terms of how Japanese companies are approaching the “China problem” – beyond the soundbites we get in English media).

Still, there’s a lot of work I have to do before I’m really ready to start producing actual RESEARCH! on pirated games in China.  Up first is fleshing out a taxonomy of shanzhai games – and constantly keeping Andrew Jones’ statement in the back of my head**: we need to keep thinking about how all parties involved “have been and continue to be inextricably bound up in a larger and infinitely more complex process.”  It’s not just about Chinese knockoffs and illegal fanlations; it’s about the global circulation of media.  I sometimes like to retreat to the safe place of “China-centered,” and forget that one can keep one foot firmly in the Middle Kingdom while speaking to the much, much bigger picture.

* It is probably worth dwelling on notions of ‘authenticity,’ and deeper – and older – perceptions on what that means.  I’ve been thinking about this in regards to painting in particular, but it seems that it might provide one way of considering more contemporary issues and concerns from a longer term, more historicized perspective. (back)

**A Chinese friend recently described Yellow Music as a 神奇书 (shenqi shu) – a magical or miraculous book. It’s been one of my favorite and most relied upon tomes, and I think 神奇 is a wonderful description for it.  It is a rare work that can be applied so usefully to so many subjects.

Sailing the high seas (I)

From the Chinese model opera, Taking Tiger Mountain by Strategy (智取威虎山 Zhiqu weihu shan)

What the anti-piracy task forces are in need of is a modern-day Yang Zirong 杨子荣

Part 1 of 2: Notes on the conceptual background

I get my best thinking done in transit.  In Shanghai, this means while riding the subway and/or walking; back in the US, commuting by car frequently proved productive.  My research paper on Meng Chao & Li Huiniang was largely “written” on my daily commute to & from school; I had more than one epiphany (however small) while traversing the 52 between 805 and the 5, headed to Gilman Drive.

On one such occasion in the fall of 2009, I was pondering a paper for my historiography class on 20th century cultural history in China.  I mostly focused on the problem of dichotomies and turned to a perennial favorite of mine – the introduction to Andrew Jones’ Yellow Music: Media Culture and Colonial Modernity in the Chinese Jazz Age (Duke, 2001).  In the intro, which is (in my mind) the most sophisticated, readable, understandable, and flat-out useful explication on “colonial modernity” out there, he points out a couple of things that I’ve continued to trot out over the years.  Most importantly, in describing jazz culture in Republican China (this can be extended much more broadly), Jones points out that we can’t simply see cultural production in terms of either/or – he notes the “folly” in understanding Chinese jazz as merely “an example of Western influence on Chinese musical forms,” or “Chinese” being “merely adjectival” (7).  Instead, we “need to look at the ways in which both (and indeed all) parties have been and continue to be inextricably bound up in a larger and infinitely more complex process” (10).

From Jones’ Republican jazz, I hopped to my own area of research – post-1949 cultural production.  Chen Xiaomei’s Acting the Right Part: Political Theater and Popular Drama in Contemporary China (Hawai’i, 2002) is a work I have serious reservations about, but she does at least underscore one point that any student of cultural issues in the PRC bumps up against: the idea that the socialist period “produced no works of ‘literary excellence’” is a “dismissal generally accepted by students of modern Chinese literature and culture” (20).  Part of the idea that no cultural achievements were reached is that everything in the 1950s, ’60s, and ’70s was politicized, and politicization is somehow antithetical to art.  I ran up against this while taking a course on “modern Chinese literary thought.”  We read from Liang Qichao & other late Qing intellectuals up to 1949 … then picked back up in the 1980s.  “Everything is political after ’49,” was one explanation on why we just chopped thirty years out of our study on the topic – as if politics magically disappeared after 1976 or 1979 or 1989 (they didn’t, obviously – nor were they introduced in ’49, hence the strangeness of using “politics” as an excuse.  I would’ve been more comfortable if we’d just said, “It’s hyperpoliticized and kind of boring.  Onwards to post-modernism!”  Which can also be very dull, just in a different sort of way).

游园抗父权制: Walking through the garden, resisting patriarchy

In any case, the idea that the first few decades of the PRC were a cultural deadspace is one that still persists, though plenty of talented scholars have tackled this with aplomb.  Certainly, politics are unavoidable – one of my favorite examples is a 1959 edition of The Peony Pavilion, where the beautifully written introduction spent eleven pages (nearly 1/3 of its page space) detailing the modern political merits, particularly the staunch anti-patriarchal and anti-Confucian character, of a play written in 1598.  But at a conference last year, a more senior scholar kindly told a few of us fledgling PRC historians not to let anyone tell us that our sources are “just” propaganda – as if Qing and Republican archives aren’t stuffed full of it.  He had a very worthwhile and valid point.  I’m actually quite fascinated by the political hoops (like justifying study of one of the glittering achievements of Chinese drama on the basis of being anti-Confucian, anti-patriarchy, and anti-a-lot-of-other-bad-things)  intellectuals and artists had to jump through in the socialist period, but we’ll return to that another day.

Back to driving.  As I was turning over this problem of cultural deadspace in my mind, my thinking came around to the sort of problems future China scholars who study games and digital media were likely to face.  And it came to me rather suddenly that this problem – the problem of large swaths of culture in Mainland China being dismissed out of hand – is actually going to get worse, not better.  And it’s not because I think scholars are going to be dismissing post-1976 cultural developments as having no artistic value due to hyperpoliticization.  Not quite.  No, one of the problems I’m thinking of is respect for intellectual property rights, or lack thereof.  One of the problems is shanzhai.

Backing up a bit: when I wrote for Kotaku, I spent most of my time posting things that usually didn’t appear on the site, particularly on East Asia outside of Japan (I had a semi-regular post category dedicated to hilariously bad press releases from Chinese game companies, for example).  I read a lot of comments on a lot of articles and one of the most pervasive attitudes was “Oh, all that stuff is just a crappy Chinese or Korean knockoff of World of Warcraft anyways.”  Now, the attitude that Chinese games suck is not confined to Western gamers and pundits; one of my Chinese friends is baffled that I have an interest in Chinese games.  “But Chinese games aren’t any fun to play!” he points out when the subject comes up.  I usually respond that a lot of stuff isn’t any fun to read or watch, but that doesn’t stop us from studying it!

I’m not trying to suggest that China studies is – or is going to be – full of people with the exact same kind of dismissive attitudes towards Chinese products.  But it is a fact that there’s a pervasive attitude about China (one that is, in some ways, deserved – which I’ll touch on in a bit) that shows up a lot in the press and does shape many people’s attitudes towards many aspects of culture in the PRC in the present.  I really have very little doubt that we’re going to run into something of the same issues that Chen Xiaomei refers to – the out of hand dismissal of cultural production.  Perhaps a viewpoint like: “China is good for knockoffs (some good, some bad), flagrant violations of intellectual property rights, and being home to an astonishing number of people engaging in piracy of all kinds.  And who would want to bother studying products of that?”  will be the 21st century equivalent of:  “All Chinese ‘art’ between 1949 and 1976 is just propaganda, written by spin masters for the great masses of people clutching their Little Red Book and singing along to one of the eight model operas.  And who would want to bother studying products of that?” (Both of these statements are, of course, wild imaginings on my part, but sometimes they don’t seem that far off the mark)

Obviously, pirated products are serious business on a number of levels (look no further than the melamine-laced milk scandal of 2008, which eventually resulted in a couple of death sentences being handed out).  It can be really hard to wind up with legitimate products – shanzhai 山寨 (in current parlance, imitations or pirated things – its original usage meant “mountain strongholds,” places far outside of official control, where bandits and warlords reigned supreme) are all over the place.  I once headed down to one of the big electronics markets in Shanghai to buy a replacement charger for my Nintendo DSi – one shop tried to sell us a “Nintondo” brand charger with a straight face.  Is the one I eventually wound up with (labeled Nintendo) real?  Probably not – but who knows?  It’s a common occurrence.  There has been much sport had in the foreign press with Chinese knockoffs – everything from the “Vii” console to the Disney knockoff Beijing Shijingshan Amusement Park 北京石景山游乐园 (it’s owned & run, incidentally, by the Shijingshan District government).

Why yes, that IS a submarine inside the Titanic

On the other hand, there is stuff that is both a knockoff and quite interesting.  One of my favorite examples is the horrible-sounding shanzhai NES cartridge, Titanic 1912 (Taitannike hao 泰坦尼克号) – an RPG based on Titanic, the movie with Kate Winslett and Leonardo DiCaprio.  The post describing it over at Cinnamon Pirate remains, to this day, one of my favorite pieces of game journalism ever.  I laughed until I cried the first time I read it (I originally posted it on Kotaku in 2008), and have done so a couple of times since.  Obviously, neither Paramount nor 20th Century Fox signed off on this puppy – it’s copyright violation of a pretty clear stripe.  On the other hand, it’s not just a copy of an existing game.  It may be a bad game, but so are a lot of AAA titles.  The question for me here is: what do we do with stuff like this?

Or, another example from Cinnamon Pirate: the NES port of Final Fantasy VII (originally released in 1997 for the PlayStation). This one is a little less interesting than Titanic 1912, but I’m still not comfortable putting this type of production in the same category as the Black Swan DVD I got on Wulumuqi lu last month.  Copyright violation?  Absolutely.  But it’s not just a flat out copy.  Again: what do we do with it?  Dismiss it as evidence of a lack of Chinese creativity and a desire to make a buck off of someone else’s hard work?

Returning to Andrew Jones, this isn’t simply a matter of lousy Chinese imitations – there’s more going on here, both with the acts of making, selling, purchasing, and playing these things (both the “actual” knockoffs, as well as the “imitation” games that structure themselves after foreign creations), and the reason it’s happening in the first place.  There is a need to resist the urge to merely leave the “Chinese” as adjectival.  We need to consider how all parties “have been and continue to be inextricably bound up in a larger and infinitely more complex process.”

Part 2: On approaching piracy & imitation in China as an object of study