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The Stylistic Games that Visual Artists Play
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Henry C. Finney
University of Vermont
USA
May 1994
Published In:
Boekmancahier, the cultural journal of
Boekmanstichting, Amsterdam,
Vol. 23, March 1995, pp. 23 – 34.
Condensed Version Presented in Bielefeld, Germany
International Sociological Association
July 1994
SUMMARY
Using methods of participant
observation as both sociologist and artist, the author observed techniques
employed by artists in a major MFA program in New York to resolve the
problem of stylistic development. This "problem" is part of the more
general "creativity dilemma" of striving for experimental innovation, on the
one hand, and narrowing down to a distinctive personal style, on the other.
The study explores how this dilemma permeates art-making generally, and
early artist professionalization in particular.
A primary means
employed by MFA students to resolve the dilemma was to adopt one of several
stylistic, creative "strategies." These have two dimensions: first, the
artist's choice of historical period or style (e.g., traditional, modernist,
contemporary, grass-roots); and second, the degree of innovation sought
(e.g., strategies of reproduction vs. invention).
Within each of these
strategies (e.g., "traditional reproduction" or "modernist innovation"), it
was observed that artists choose from among a wide variety of recent and
historical stylistic "games." To merely play an existing game, however --
such as "neo-impressionism" or the "traditional still-life" game -- opens an
artist to criticisms of being uncreative. Consequently, because the
modernist norm of innovation is still strong in MFA programs and in major
urban art worlds generally, emerging artists strive to invent some
new game, or some game variant, drawing on those already in existence
and still in vogue. Numerous examples of this process and of the "games"
involved are provided, including those embraced by the author. Imitative
games of "contemporary reproduction" were of particular interest because of
a tendency to mistake their current trendiness for creativity.
This view of
creativity offers a challenge to both artists and sociologists. For
artists, the challenge is the familiar sociological one that much creative
work draws heavily on cultural convention. For those sociologists and
post-modernists who view art as merely an over-determined "reflection" or
"text" of group self-interest, the analysis suggests an alternative view --
that not only is genuine (even if modest) creativity possible, but that,
paradoxically, it usually requires the very conventionality that is
so often seen as its nemesis.
The Stylistic Games that Visual
Artists Play
by
Henry C. Finney
INTRODUCTION AND BACKGROUND
What follows is a participant-observation study in the
sociology of creativity or innovation. The specific focus is visual art --
in particular, painting. The study is based on the author's experience over
three years as an MFA graduate student of painting and printmaking at a
well-known art school in New York City.
As explained in an earlier report (Finney 1993), this experience was shaped
by the author's dual status as a professional sociologist and exhibiting
painter.
For artists to produce anything at all, they must face a
profound dilemma inherent in any creation. The dilemma's first horn is the
expansion of choices and possibilities to be considered, an expansion which,
if truly faced, can be overwhelming. The beginner may ask in desperation,
"but what shall I draw?" and the veteran often reports a recurring pure
anxiety whenever facing a blank canvas. The dilemma's other horn is that
something must be chosen, decided upon and put down, or creativity
simply doesn't occur. Such is the "creativity dilemma."
Students feel it especially keenly, for they are less likely to
have settled on a particular style or way of responding, and are, indeed,
often encouraged by teachers and advisors to open up, to explore, to
expand and try out all the possibilities. "Ask 'what if' I tried
that..." I remember so many teachers saying. However, the possibilities
are, for practical purposes limitless, and therefore potentially
overwhelming. Therefore, from the beginning, the artist must simultaneously
eliminate possibilities, select and narrow down to something so
concrete it can be given physical form. Only then do marks and materials
eventually produce a "work."
Thus, creativity requires a solution or resolution of the dilemma.
Paradoxically, however, continued creativity, whether during
completion of the work, or for the commencement of a new one,
simultaneously requires some means of sustaining, maintaining or
renewing the dilemma, for without new possibilities creativity ceases.
This is a difficult balancing act, and part of every
professional artist's socialization includes some means of dealing with it.
A primary thesis of this report is that most of the means for doing so
involve adoption of pre-existing sociocultural art conventions. Further,
not only does resolution of the dilemma rely on using conventions, but the
strategies most commonly adopted for doing this are themselves highly
conventionalized: the "craft" strategy, for instance, tends to avoid an
aggressive experimentation with styles or materials in favor of traditional
reproduction; the "canonical fine art" or "integrated professional"
strategy (Becker 1982), on the other hand, typically embraces the modernist
norm of continual innovation
while still working with more traditional forms and materials;
and the "avant garde" or "maverick" art strategy (Becker 1982) seeks greater
innovativeness in all these respects.
The following empirical exploration of the creativity dilemma
poses some challenges for sociologists and artists alike. After the a
seminal work of Howard Becker, it comes as no surprise to sociologists
(although it still annoys some artists and art professionals) to learn that
fine art creativity is profoundly influenced by social convention. But that
insight focuses only on resolutions of the creativity dilemma.
Perhaps more discomforting to social structuralists and postmodernists (and
reassuring to those pursuing their art) is that the dilemma's continual
presence and unavoidable recurrence virtually assures a truly creative
process that cannot be entirely be explained by existing conventions or
structural pressures. We have then, the conundrum that creativity and
convention are inextricably intertwined.
Creativity is one genuine possible outcome of the interaction between social
agency and cultural convention.
STAGES AND STRATEGIES TO RESOLVE THE "CREATIVITY DILEMMA"
The process of role professionalization has often been studied
by sociologists. Simpson's study of Soho artists, for instance, described
four stages: (1) the development of motivation, (2) the student stage, (3)
the period of "prolonged incubation" after completion of training, and
finally, (4) the emergence of the mature artist (1981: Ch. 5). Supposedly,
as professionalization proceeds, options narrow, particular styles and
conventions are accepted, and academic stultification may even set in as one
generation imposes its stylistic standards on the next (Manfredi 1982).
During the course of my own training, for instance, I overheard at least a
dozen conversations in which a current student or a faculty artist
complained bitterly about the inappropriate datedness of stylistic standards
imposed by an older generation of teachers. The conventional sociological
view is that professionalization is just such a conservatizing process.
It will be useful (even if a distortion), to treat how students
deal with the creativity dilemma as though it were a predictable
developmental process occurring early in the professionalization process.
It is certainly often seen as a developmental process by those involved. In
my cohort, students' stylistic evolution and "improvement" was evident in
numerous instances; many faculty followed at least a crude implicit sequence
as to what sort of instruction was best for what "level" of student; and in
my own case and several others, the question of stylistic ontogeny -- ie,
whether certain students go though remarkably similar sequences in their
stylistic development -- definitely arose. However, treatment here of the
overall profess-ionalization process must be limited, for my purpose is to
focus more narrowly on that small part of it concerned with "resolving" the
creativity dilemma.
Horn #1: Having it All
Early in my MFA studies, after commenting that one of my
objectives was to develop a mature body of work with a consistent style, a
faculty painter commented, "such a pity that you are no longer naive." He
had a point, for often, it would seem, one of the most central features of
artistic professionalization is a loss of naive freshness in "favor" of a
sophisticated and consistent "personal style."
Indeed there is a presumption (sometimes not justified, my
observations suggest) among MFA faculty that their graduate students have
already "tried out" and experimented with an very wide range of ideas,
media, styles and materials. Although private and undergraduate teachers of
hobby and amateur artists may encourage their students to focus on some
limited, traditional technique and subject, emerging pre-professional
students are likely to be required by their undergraduate professors to be
radically innovative.
It is their way of forcing the pre-professionals to experience the first
horn of the creativity dilemma. Many undergraduate art courses seek to
accomplish this by a schedule of assignments requiring an ever-changing
array of imposed "innovations" in the way students work -- one day to paint
like an impressionist, the next to make a collage, later to do a
conventional figure drawing, only then to cut it up to make an abstraction,
perhaps later still painting over it, and so on. One instructor epitomized
his innovative purpose by requiring students to invent utterly new tools and
media with which to draw. Some couldn't do it.
In my MFA program, and commonly at others too, I learned, some
of the painting faculty routinely pressured new students to change
their style of working, often encouraging them to work abstractly. It may
sometimes have been due to a belief in the superiority of abstraction, but
as I listened to one faculty person explain their approach, the primary
reason was to force the student to innovate. There is no better way of
forcing one to look the dragon of creation in the eye than to require making
something never seen before. Later, as students either returned to or
fashioned styles of their own, those who appeared to be imitating or copying
some other established artist or style usually earned the harshest
criticism. The modernist norm of innovation is no stranger to MFA students.
To highlight this "opening up" process, it is helpful to
distinguish several dimensions and varieties of artistic innovation. The
degree of innovation, of course, can range from minimal to extreme.
Some (but none in my MFA programs) simply copy established artists or
styles. Illustrating what I previously called the strategy of "traditional
reproduction," I recall one artist in an amateur show years ago who
skillfully copied the painting on an art book cover and submitted it
as her own. Somewhat more sophisticated are those (a few of whom enrolled
in my MFA program) who adopt a familiar style like impressionism or
neo-classicism, and then seek to find their own conventional
interpretation of it. The commitment to innovation is typically much
greater among MFA students, however. Many of those I knew (including
myself) drew from several existing styles and ideas to develop an expressive
variant of their own. Such conventional innovation most clearly
revealed the stylistic games that visual artists play. It is from the ranks
of both conventional interpreters and innovators that most of Becker's
"integrated professionals" come (Becker 1982:Ch. 8).
There were also a few students, including myself for several
periods, who strove for a sort to free invention, a kind of
"automatism" (as in Dada) in which an attempt is made to use tools,
materials, styles, trends, and ideas unconsciously, without plan,
intuitively, impulsively in order to find a new vision. A course in "new
forms" especially catered to students with this bent (although I found
drawing the best vehicle for it). Faculty often pushed their students (and
me) in this direction, urging them, for instance, to "be on the edge," to
avoid "thinking" too much when working, to "push" one's spontaneity to the
point of nearly loosing control. This "game" of following your
"unconscious" without preconception turns out to be extraordinarily
difficult. Furthermore, it is socially risky, for those "mavericks" who go
too far may doom themselves to obscurity (Becker 1982:Ch.8). In my
experience, moments of free invention are brief. As sociologists might say,
"free invention" is a "pure type."
Another dimension that highlights the first horn of the
creativity dilemma is the seemingly limitless range of its substantive
focus, its content. The possibilities are vast. Innovations among
my MFA colleagues often focused on the tools and technology
employed; some students abandoned brushes and oils in favor of mops and tar,
or computers and video, or ordinary things, including, at one exhibition, a
hive of live bees. Similarly, new compositional materials may be
tried, everything from food (I remember works of jello, butter, chocolate or
milk) to old railroad ties to experimental polymer resins. Equally
important are innovations whose focus is existing art styles. Starting a
decade or so ago, "appropriationism" became a popular postmodern "game,"
generating numerous strikingly "incongruous" combinatorial works.
Experimenting with established styles can also be more subtle, as when the
artist "reworks" or modifies some aspect of an established style (gestural
abstract expressionism, in my case) to convey something fresh.
Popular cultural tastes, including images and styles from the
mass media, also become grist for the mill. This may seem more experimental
than it really is, as Museum of Modern Art Director Kirk Varnedoe's
exhibition "High and Low" showed. Just as Picasso and Braque began to affix
printed pop words in their works of papier collé, so too, contemporary MFA
students, responding to more recent art trends, are busy using every
imaginable kind of urban detritus, photographic eye-stopper and pop
iconography in their work, including, as I observed in various student
shows, bottle tops, pornographic photographs, condoms, beer cans,
disemboweled TVs, used kotex pads, toilet seats, and much more.
Postmodern social "deconstructionism" has further widened the
range of artistic possibilities with its concern -- shared by many of the
MFA students I knew -- with the social symbolism or meaning of their art.
Consequently, both in Manhattan and among the young MFA artists I
encountered, much work was infused with references to various strongly felt
social issues. These included problems of racism, sexism, capitalism,
ecocide, sexual homophobia, religion, war, social alienation, and others.
As a sign of the times, the 1994 Whitney Biennial was dominated by a near
obsession with "social relevance."
While some of the pre-MFA student artists I've encountered
revelled in the seeming limitlessness of such possibilities, for me and some
of the other MFA candidates I knew, narrowing down was very difficult. Even
at our first meeting, long before the MFA, my most important painting mentor
noted that I was "all over the place": painting, sculpture, assemblage,
collage, drawing, multi-media reliefs, clay, printing, and more. With a
struggle I narrowed down to drawing and painting. But with each new
commitment, new possibilities arose: in drawing -- pencil, charcoal, litho
crayon, oil pastel, dry pastel, and ink with both pen and brush; in painting
-- acrylic, oil, alkyd and watercolor; for grounds -- paper, canvas, panels,
ceramic. As if such explorations weren't hazard enough, I felt compelled to
try out every major style since l850, including classical realism; bits of
futurism; impressionism; post-impressionism; early expressionism; cubism;
and finally, both color field and gestural abstract expressionism.
After several years of patient (if critical) encouragement, my
mentor, knowing we had a close enough relationship to survive the attack,
finally said "enough." Looking at my work one day, done in my myriad media
and styles, he declared in a booming voice, "This has got to STOP! You're
trying to speak in l3 different languages at ONCE! NOBODY will EVER be able
to understand you!" He went on to explain that if I wanted to develop as an
artist, I'd have to narrow down and decide which of these directions to
take.
It was the greatest favor he could have done. More than most
emerging artists, evidently, I was caught on the first horn of the
"creativity dilemma." I was trying to "have it all." I couldn't decide.
My mentor and painter friend did me the kindness of reminding that, unlike
younger students who still had time for it, I did not, and that to be
productive in a way others could recognize I would have to narrow down.
Thus, well before actually starting the MFA, my goal for it became to
develop a mature and innovative body of work whose stylistic consistency
would be evident to everyone. Just how I began that process,
and how most MFA students and practicing innovative artists seem to
narrow down, is the next topic.
Horn #2: Narrowing Down, Closure
and the Emergence of Style
Narrowing down occurs both developmentally, during certain
phases of an artist's career, and during the course of executing a
particular work. The most important sociological idea to convey hear
is that on both dimensions, artists rely heavily on artistic or stylistic
conventions to achieve closure. The most important aesthetic
idea to emphasize is that creativity is achieved, in part, precisely by
means of utilizing such conventions. To better understand this seeming
contradiction, it is useful to distinguish two types of artistic
conventions: games and strategies.
Stylistic art "games" draw their components or elements from
diverse sources, including established contemporary and art-historical
styles; types of materials, tools and techniques of facture; various
substantive concerns; and particular systems or principles of composition.
Like board or parlor games, they consist of "rules" and guidelines for
accomplishing some artistic or stylistic objective using a limited set of
materials and techniques. The goals of the stylistic games artists play are
typically more ambiguous than in board or parlor games, but are operative
nonetheless.
Often the goals of a single "game" are multiple, including a style like the
school with which the artist identifies, similarity to works the artist has
produced before, and expression of some particular visual insight or idea in
a way that satisfies the artist aesthetically.
The nature of these games varies significantly between different "levels" of
the art world (Finney 1993).
As in the best games, reaching the goal is fun, challenging,
and often difficult, requiring an admixture of skill, insight, concentration
and luck. But unlike ordinary games, the frequently incomplete definition
of the game's objective requires the artist to resolve or clarify it as s/he
goes along, thus adding to the challenge.
In addition, the games artists play resemble the more general
interpersonal games described by Eric Berne (1964) in that artists'
stylistic gambits are often unconscious and sometimes even manipulative
(Berne uses the phrase, "ulterior motive"). They are unconscious in that
artists frequently are unaware they are "playing" a game at all; instead,
the hard work involved may suggest an experience more like pure creativity,
even when later realizing they have "invented" some technique or
compositional arrangement that is already an established part of visual
culture.
The ulterior or manipulative part of some artists' stylistic games has to do
with ambition, with the desire, reported by very many observers, of artists
to accomplish major (preferably overnight) recognition. Sometimes the
manipulativeness is cynical and conscious, as with Andy Warhol and Jeff
Koons; but just as often it is semi- or unconscious. Under the pressure of
such ambition, one naturally is attracted to that style or game judged most
likely to bring success. As so often observed by commentators on the big
city art world, this is the "bandwagon" problem of artists trying to catch
the next major successful trend so they, too, can be acclaimed.
Specific games, in turn, are usually part of a more general
conventional strategy for resolving the creativity dilemma; choice of
"strategy" amounts to choosing a general class or type of
stylistic game. When entering the art-professional toy store, one must have
some initial idea of what counter to approach, since the games available
differ enormously: some require lengthy training and practice, while others
allow impromptu play; some are highly inventive games of chance, and others
focus more on predictable craftsmanship; some draw on traditions of art
history, while others cater to pop culture tastes. So recognizable and
widely used are these strategies of choice, they must be understood as
sociocultural conventions in their own right.
The first strategy is that of traditional reproduction.
Some artists solve the problem of narrowing down by never really facing it
at all. They pick a style they love (e.g. the games of "impressionism," or
stylized "cowboy art") and "paint like that," adopting much the same
pictorial subject matter, tools and materials as the style's progenitors.
Such is the explicit purpose of numerous books and workshops aimed at these
hobbyists and amateurs. The "burden of an independent vision" (Simpson
1981:77) is simply not part of these games. The "production" crafts often
follow the same strategy.
At their least innovative, such artists focus their skill on
copying an image or scene, or imitating the work of other respected
artists. They especially admire technical proficiency in doing so. Their
traditional landscapes are predictably filled with sunsets, snowy mountains,
cowboys, classic portraits or poses, pretty flowers, sea gulls and quaint
barns in a "game" of imitative decoration which may require a very high
level of craft, and which sells very well in certain markets, but is
relatively uninventive. Even some more serious amateurs and
preprofessionals adopt this strategy. However, virtually no artists with
this orientation were present in my MFA cohort, nor did I see any such work
at several large MFA exhibitions in the City during the study. It is more
common in provincial art worlds.
A somewhat different and more innovative strategy is
traditional interpretation. Its weaker representatives include those
proficient and skillful serious amateurs and aspiring professionals who
develop their own personal interpretations of traditional styles and
subjects (Finney 1993). Stronger practitioners, such as Rackstraw Downs or
Andrew Wyeth, include many professionals who develop a personal variant of
some established approach, such as landscape realism -- a popular
professional style at the moment. These are not copies, nor mere
imitations, but fresh interpretations of traditional art styles and
subjects. Such work is pleasing not only because of rendering skill and
command of technique, but also because of the interpretive expressiveness
that emerges from the artist's own personal touch and compositional
invention.
A variant of this strategy of conventional interpretation
consists of emulating a more modern or postmodern style or school. For
pre-professionals earning their MFAs, this is risky business, for the
stylistic hallmarks of a certain style may currently be very much out
of fashion. Thus, as I and numerous fellow students discovered, it is
nearly impossible today to use drips in the manner of Jackson Pollock as a
major element in paintings without facing rejection as an imitator; yet,
pasty, enigmatic, slightly rounded nude figures in the manner of Balthus
evidently can be used without risk. Thus, the strategy here is to choose an
admired school of artists that is in favor and develop one's own work in a
way that adds something new. One currently prominent "game" of this kind is
identified in Charles Jencks valuable book, Post-modernism (1987) as
the "new classicism." The game has several variants, all respected for
sufficient innovation to give punch to a highly traditional look, and each
with a number of well known artists. The variants include "Metaphysical
Classicism" (e.g. Balthus, Antonio Lopez Garcia and Francesco Clemente),
"Narrative Classicism" (e.g. R.B. Kitaj, David Salle and Eric Fischl),
"Allegorical Classicism" (e.g. Martha Mayer Erlebacher, Claudio Bravo, and
Stephen McKenna),
and "Realist Classicism" (e.g. Philip Pearlstein, Alex Katz, and William
Beckman).
A number of both faculty and students in my program chose to play a variant
of this stylistic game.
Modernist abstraction also attracts its student adherents and
offers its own games. Abstraction, by its very nature encourages a higher
degree of innovation because of an absence of given subject matter,
unless one merely imitates some already well-established modernist style
or artist. A few examples of this latter strategy -- let us call it
modernist reproduction -- could, in fact, be found among fellow
students. Several, for instance, played a game of "geometric textural
minimalism" which I found to be extremely popular in some Soho galleries and
among MFA students at other schools as well.
One of the best known originators (i.e., innovators) of the style is Sean
Scully. Another modernist reproduction game of "grid variations" also had
its players in my program, especially, it seemed, among photographers.
Probably the most popular strategy among the MFAs whose work I
saw was modernist invention. While certainly not the most radically
inventive approach, it nevertheless involves a strong commitment to the
modernist value of seeking an independent vision. Its practitioners seemed
usually to start with a well-developed commitment to a particular style or
"game," such as geometric abstraction, pop collage, or gestural abstract
expressionism (my own preoccupation). The basic challenge in such games is
how to move beyond mere modernist reproduction. Returning to the
creativity dilemma, this is the challenge of how to be open to
innovations that can help develop one's own distinctive style, yet at the
same time narrow down to a consistent articulation of that style.
Many artists, including myself, seemed quite spontaneously to
use a similar strategy for solving the problem. Quite simply, they invented
a new game, or a variation of an old one, by combining elements from two or
more different established stylistic games. The possibilities are endless:
to combine photorealism with conceptual word art, lithography with computer
imaging, dream surrealism with geometric textural minimalism, impressionist
figuration with geometric abstraction, photographic transparencies with
steel armatures, and so on. The process is similar to combining two board
games. One enters a the toy store already very proficient at Monopoly
and looks for another existing game that could be combined with it -- say,
Scrabble.
Obviously, the degree of innovation involved can vary enormously.
This quality of looking for something new, for a solution,
reflects a very common experience among artists committed to the norm of
innovation -- namely, the experience of a difficult personal search through
their art. As one older artist friend commented, it is like cutting a trail
through the jungle when you don't know your destination in advance.
My own experience may be illustrative. Ignoring a sideline of
gestural figure drawing, my first group of paintings during the period of
study embodied a stylistic game I came to call "figurative or tonal
abstraction." As illustrated by such accomplished artists as Bill Jensen
and Gregory Ammenoff, this style of painting is entirely abstract in the
sense that although one cannot recognize familiar, real world things, there
are nevertheless "objects" in the painting that are distinguished from the
background. A key feature of such abstraction is the clear differentiation
of figure from ground. I call the style "tonal" because the imaginary space
depicted is defined in part by the means of traditional tonalism -- lights
and darks, chiaroscuro, even shadows.
Now, just as had happened several years earlier when I began to
feel "trapped" by the rules (i.e., social conventions) of realism, so too, I
began soon to feel stuck in this game of "tonal abstraction." True, I had
to be much more innovative than before by inventing my own forms and
objects, rather than duplicating them from the real world; but the work
didn't have the luminosity or pulsing quality that Hans Hofmann had referred
to so often in his writings with such phrases as "color light" or
"push-and-pull" (1967). So, I entered the stylistic toy store, as it were,
and began to learn a new game in which I had long been interested but had
found very difficult to play.
The new game is called color "plasticism," as that term came to
be used first by Mondrian (l945) and later by Hans Hofmann. Without getting
into details, color plasticism is a means of creating the illusion of space
on a two dimensional surface through color (and other devices), but in such
a way that the relationship between figure and ground is not stable. It is
ambiguous, seeming to pulse (or "push-and-pull") back and forth. The result
is a type of image that simultaneously seems "on the surface" (of the
canvas) and at the same time to offer the illusion of space.
There are many formal compositional devices that help in playing this game,
but the primary means of winning that interested me was color relationships;
specifically, the ability of certain colors when juxtaposed to generate a
luminosity of their own that can replace the "tonal" light of traditional
painting (and "tonal" abstraction). It may be too soon to say, but the
final result in my work seems to be a new "game" which combines elements of
both tonal and plastic abstraction.
Potentially even more innovative is the strategy of
contemporary invention, which, responding to the strong influences of
"postmodernism," consciously seeks to avoid both traditional and modernist
games. The close historical association of abstraction with modernism is
undoubtedly one reason for the tendency of some contemporary artists to
eschew painting altogether in favor of a wide array of new media and
materials, such as light, electronic and computer images, experimental
photography, word art, detritus sculpture, performance and conceptualism.
In this search for the new it may be somewhat more likely, to continue the
toy store metaphor, that the contemporary artist will invent an entirely new
game from scratch, rather than merely combining elements from several
pre-existing ones. It can be a groping and even traumatic process,
sometimes leading to a significant transition in an artist's development, as
when Philip Guston shifted from his earlier abstract expressionist game to
an utterly new one involving his now-famous crude, cartoon-like figures.
Such radical shifts or inventions are difficult feats, however,
and most of the "new forms" artists I knew in the program resorted to the
same creative strategy as the modernists of drawing from existing stylistic
ploys. One popular contemporary or postmodern game was "photographic
distortion," a mixture of collage, surrealism and futurism in photography.
Another was the "funky abstract altar" game of combining lights or candles,
dime-store personal mementoes, and pop images into a sort of pseudo-shrine.
"Appropriationism" was also a popular post-modern game that occasionally led
to very interesting creative juxtapositions.
However, there are hazards in the contemporary approach, for
the contemporary art world is crammed with passing fads claiming to be "it,"
to be what's "hot" or "in." As could be seen in the work of some students
(and many more artists in Manhattan), the temptation to merely join the
bandwagon was strong, with the result that much postmodern work ends up
merely following a strategy of contemporary reproduction, and isn't
innovative at all.
One "manipulative" advantage of this strategy (harking back to
Eric Berne) is that appearing "in" can give the false illusion of
creativity. It is remarkable, for instance, so many years after Dada, Arte
Povera and the angry socialist art of the inter-war years, and after the
advent of "Pop," that young artists still believe it original (to name a few
games of contemporary imitation) to arrange bits of urban detritus on the
floor, draw jumbled graffiti scrawls on the wall, tack together dime-store
items in a dream box, or to paint nasty pictures of hated power figures or
groups. Probably the single most imitated contemporary game I saw among
both students and aspiring contemporary New York artists was the "in your
face sexuality" game. Manhattan and the art schools during the period of
study fairly bristled with penises, breasts, clitorises, rape scenes,
homosexual and sado-masochistic poses, copulations and dirty jokes. The
hazard of this strategy, in short, is confusing what's "hip" or "politically
correct" for creativity. And to the extent that young aspirants may
consciously "scope out" the art scene so they can join these new trends
early, stylistic game-playing can become quite cynical and expedient --
hardly a new point among art writers.
Another strategy should also be noted which cut across several
of the others. This is the strategy of market-oriented product
development. As Jeff Koons advised younger artists at one point, if you
want to be successful, just scope out your market and make art that will
succeed there. One New York artist for instance, having discovered the
popularity of his rather amusing black and white stand-up cows (which he
installed on the steps of Gracie Mansion), began churning them out in every
conceivable format -- silkscreen scenes, T-shirts, gift cards, coasters, and
so on -- all with minor variations of the same idea. He was successful
enough, indeed, to be invited to do an "Absolut" vodka advertisement.
However, if there were any MFA colleagues whose primary production strategy
was this mercenary, I was not aware of them. Creative idealism appears more
the norm in art school.
Finally, note should be made of the "strategy" of naive
expression. At its best, it is the art of "beginner's mind" (Suzuki
1970), an art that seems to come from nowhere and therefore somehow more
directly conveys one's inner images and feelings than many strategies. It
has adherents in two major camps: grass-roots and faux-naif. True
grass-roots artists are usually not formally trained, and as a result, their
honesty and directness sometimes produces extremely refreshing and
interesting work. Faux-naif artists, on the other hand, are usually quite
well trained, but attempt to achieve the same freshness either by imitating
their grass-roots colleagues or by playing some the same "games" -- such as
"my favorite memories," "spontaneous doodle" or "let's make a monster."
Interest among professional artists in such work has been longstanding, as
illustrated by Dubuffet's art brut style and Joseph Beuys's
proclamation that everyone is an artist. Although New York hosted numerous
exhibitions of grass-roots art during the period of observation, few
examples could be found in my MFA program.
CONCLUDING DISCUSSION
Several interesting broader questions are raised by the
preceding observations. One is the question of what stages or processes may
be involved, or even required, to complete a particular work or develop a
particular style. Artists work in many different ways, so generalizations
should be resisted; for instance, some artists reach closure for a work
entirely in advance, by preconception. But others, including the author,
extemporize as they go. In fact, there is often a dialogue between these
two seemingly antagonist approaches, between concept (thesis), on the one
hand, and emergence (antithesis), on the other.
Creative works made in this second manner seem to follow a
discernable sequence from openness to closure or resolution. At the
beginning, almost any mark seems to "work," as artists often say. But as
more and more are added, the process narrows and becomes more difficult.
For one thing, sometimes recent additions "don't work," perhaps because they
are inconsistent with the "game" being played, or with the artist's
aesthetic intentions or compositional standards. If this happens, many
artists resort to such techniques of "reopening" the painting as turning it
upside down, adding a chance element like collage, scrubbing out large
areas, or putting it away for later re-examination with a different
mind-set. As (of if) the creation begins to "work," it takes on a life of
its own and the artist begins to follow the painting, rather than lead it,
allowing "its" own emerging nature to dictate what is required next. The
process is a bit like inventing a new board game and reaching that point of
system closure where new rules, elements or moves cannot be freely added
because they contradict existing ones. A subjective visual equivalent to
"logical consistency" emerges.
For many artists, a parallel process occurs over much longer
periods as they develop increasingly consistent and identifiable personal
styles. The present study provided little basis for speculating about this
development, other than the author's earlier experience of having
unconsciously "evolved" through several different painting styles, from
classical realism, to impressionism, to expressionism, and then, most
recently, to a personal variant of abstract expressionism. As illustrated
by Piet Mondrian's or Richard Diebenkorn's stylistic transitions,
abstractionism, in particular, seems for many artists to develop out of a
previous interest in representation. The work of numerous other artists
reveals a similar development, suggesting an hypothesis for behavioral
research that just as "ontogeny recapitulates phylogeny" in the maturation
of higher animal species, so too, the evolution of an artist's "signature
style" may have to go through some series of historically identifiable
developmental stages.
As one contemporary artist put it, “Making art is hard. It requires a life
time ...(of)... gradual ripening, deepening, evolving and finally
enduring... “ (Klement 1994).
Even beyond the forces working to resolve a particular work or
develop a consistent personal style, the pressures faced by artists (and
probably other innovators) for closure and commitment are considerable.
Among art students, the pressures include program and faculty expectations
for a final show of "mature" and "consistent" work. Later, further closure
is often experienced as dealers or mounting bills generate pressures for
sales. Another influence can be the temptation to increase one's chances of
recognition by committing to some current stylistic fad. The net result,
for some careers, is the gradual development of a narrowness or kind of
academic professionalism that can deeply inhibit stylistic innovation or its
encouragement in one's students (Manfredi 1982).
But such pressures for closure represent only one horn of the
creativity dilemma. There are also counter-pressures to renew the
innovative process: the artist gets bored, art-world tastes change, new
technologies emerge, sales of a certain style decline, a new art-world fad
or philosophy leaves you behind, and so on. The pressure can become so
intense that an artist may consciously break away to try something radically
new, as when Philip Guston abandoned his more conventional abstract
expressionist style in favor of the cruder, more cartoon-like canvases at
the end of his career. Or Robert Park destroys his work to begin anew.
Such breaking away from excessive closure -- that is,
re-activating the creative dilemma -- also occurs historically or
culturally, as well as for the individual innovator. And it occurs in other
fields. In art history, it takes the form of the familiar challenge and
rejection during the history of modernism by an avant garde style of the one
preceding it. In the sciences, at its most dramatic, it takes the form of a
"paradigm shift" (Kuhn, 1970).
Overall, there would seem to be lessons in the creative dilemma
for everyone. For the art professionals who still romantically embrace what
Becker (1982: Ch. 11) calls the "conventional theory of aesthetics," with
its explanatory reliance on creative genius, the current research suggests
the sources of creativity are much more conventionalized than often
supposed. But for sociological and postmodern writers who implicitly deny
the possibilities of creative invention (e.g. Harrison & Wood 1992: Part
VIIIB), preferring instead to view creative work as mere "text," or as a
reflection of underlying social or structural interests, the study reveals a
process with numerous possibilities for genuine invention. The dualistic
nature of this process should perhaps be accepted as a scientific and
artistic koan which suggests that convention and creativity are, in reality,
inter-dependent and mutually arising. There cannot be one without the
other.
FOOTNOTES
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