Notes on blueprint culture 1

My conversation today with an interesting young man — a Swarthmore student — about Mass Effect 3, a topic on which I’m preparing a future post, reminds me that blueprint culture arises not just around the “metatexts” and “hyperdiegeses” of literary, television, and film franchises’ fictional worlds, but those of video games as well. In fact, mapping and schematizing activities subtend any number of fictional media worlds, including those associated with comic books and fantasy wargaming (the latter a particularly interesting case in that its maps frequently function as actual spatial matrices of player engagement, its tables of character attributes actionable scripts for determining the turn-by-turn progressive generation of narrative and battle; in this sense, perhaps, fantasy wargames constitute a purer ur-form of referential play whose hallmarks, applied to more authorially-locked territories of noninteractive media, are unavoidably adulterated by a secondary, paratextual distance).

What makes a fictional world particularly amenable to blueprinting and referential treatment? (Note for further investigation the close lexical kinship between reference and reverence.) Looking at the invented universes that spring most quickly to mind as examples — Star Trek and Star Wars — I would argue for a list of attributes that includes the following:

  • belonging to the genre of science fiction, esp. “hard” SF, and some forms of fantasy
  • primarily visual in their base form (e.g. movies and television)
  • marked by distinctive design motifs that are also proprietary in nature, marking off one intellectual property from another
  • serial in nature and consisting of multiple instances (i.e. single, standalone films rarely have blueprint cultures associated with them; similarly one-off TV episodes, rare entities within that medium in any case); see “transmediated” below
  • as a consequence, containing large amounts of detail rendered still vaster and more extensive within the blueprinting practice
  • strong on continuity, often an outgrowth of limited numbers of repeatedly-visited settings
  • active or once-active fan bases (here an archeological/tautological factor: the very study of blueprint culture is premised on the availability of an archive constitued through blueprinting practices, themselves inherently textually generative; the wave of fan activity, once passed, leaves documentation in its trail like a waste product, or less pejoratively, something like a coral reef)
  • frequently the locus of officially-authored blueprinting as well, via tie-in texts
  • transmediated, or implemented across multiple media platforms, its very proliferation in part a function of blueprint materials that stabilize the fictional universe as an IP, organizing its extension and seeking to maintain coherence (an action whose continuousness suggests an equally relentless counterforce that threatens to decohere and scatter the storyworld’s textual instances)