Showing posts with label Crossposts. Show all posts
Showing posts with label Crossposts. Show all posts

Wednesday, November 27, 2013

Sensor Scan Bonus: Scooby-Doo, Where Are You!

This is the second part of my reading of Scooby-Doo, Where Are You! in the context of Star Trek and the larger pop culture landscape of the late 1960s and early 1970s. You may wish to check out part one (covering the period of the show when it was actually known as Mysteries Five) first if you haven't done so already, or even if you have just for a bit of a refresher. This part goes into more detail about the actual show and what I think the main characters represent. And, like the previous part, it's a revised, remixed, expanded and otherwise tweaked version of a piece I wrote a year ago on one of my other blogs.

I'm not going to pull what Gene Roddenberry did with “Assignment: Earth” and pretend this isn't a backdoor pilot for another project I'd really like to write someday. This is manifestly why it's an overstuffed two-parter: I'm trying to condense my entire reading and thesis into one blog post when covering Scooby-Doo could well be a project of comparable size and scope to Vaka Rangi. However, the original
Scooby-Doo, Where Are You! is still one of the biggest cultural signifiers of 1969, so I've really no choice but to put this here. My apologies in advance. That being said, if you're at all interested in hearing me talk more about Scooby-Doo (as if for some reason this ridiculous spiel wasn't enough for you) or just want to discuss it further, please do let me know in the comments or anywhere else you're able to get ahold of me. I'd love to hear your thoughts.

If there's another pop culture franchise that's meant as much to me and about which I have as many complex, conflicting emotions as Star Trek, I'm not at all ashamed to admit it has to be Scooby-Doo.









You find yourself on a dirt path. It's an avenue lined with leafless trees on either side. The Moon is full, and the moonlight shining through the trees gives the gnarled landscape a transfixing, grotesque otherworldly beauty. In the distance there's an old Victorian estate. Through the evening dusk, you can just make out that it seems completely abandoned, all save for one window that remains eerily lit. There's a crack of thunder, and a flock of bats comes flying at you. There's an almost legibly thick haze in the air, blurring the boundaries between night and day, between our world and the others. How far across the expanse does the dream extend? How long have you been here? Difficult to say. All you know is that you need to get to your next gig and your dog's hungry in the backseat.






When last we left Scooby-Doo, Where Are You!, we dubbed it the reanimated shell of a dead show we didn't get to see forever haunted by the potential its predecessor hinted at. While in many ways this remains true, one of the most fascinating things about Scooby-Doo, Where Are You! is not so much what it *lost* from Mysteries Five, but how much it actually managed to *retain*. Because Scooby-Doo, Where Are You! is one of the most brilliantly subversive and inspirational television programmes ever made, hardly anybody recognises it as such, and it manages this all through imagery and symbolism alone.

Which is quite fitting for a show so consciously invested in reviving German Expressionism for 1960s children's television. Still the boldest and most intriguing decision Joe Ruby and Ken Spears made when given the dictum to create a modern, hip supernatural-themed mystery show for kids was to deliberately invoke the films of Weimar cinema. It would have been very easy, and indeed expected, to just do a tongue-in-cheek monster romp full of Lon Cheney, Jr. Werewolves, Boris Karloff Frankenstein monsters and Bela Lugosi Draculas, paying lip-service to the ubiquity of Universal Horror (it's telling that when Scooby-Doo does eventually do this, it does it with far more style, cleverness and layered meaning than really ought to be expected of it). This is just what people who pastiche horror films do: Pick one of the above and do a fun runaround full of family-friendly scares. This is also explicitly not what Joe Ruby and Ken Spears do, and that choice has tremendous ramifications.

If there's any remaining doubt in your minds that Scooby-Doo, Where Are You! is nothing short of unfiltered Expressionism, think back for a moment to The Cabinet of Dr. Caligari: That film is defined by its use of distorted perspective, unnatural-looking light and colour and painted shadows to emphasize the unearthly, dreamlike setting. Furthermore Caligari, just like many Expressionist works, showcased a warped and contorted version of an otherwise relatively modern and urban environment, sometimes contrasted with a similarly ethereal pastoral setting. Many prints of The Cabinet of Dr. Caligari I've seen give the film an eery blueish tint that I think really accentuates it. Well, The very first shot in Scooby-Doo, Where Are You! opens on a deserted rural highway that looks painted onto the background (I mean, even more so than one would expect to see in a cartoon) surrounded by disquietingly bent leafless trees with the moonlight streaming through them.

Furthermore, the antagonist of the second episode, “A Clue for Scooby-Doo”, is disguised as a ghostly diver: A haunted, vacuous shell of an otherwise recognisable everyday object (in this case a diving suit) glowing an unsettling greenish-yellow. Likewise, the Phantom Shadow from “A Night of Fright is No Delight” and Ghost of Hyde from “Nowhere to Hyde” are bathed in an unearthly blue-green aura. This even extends to real people, like the occult sculptor in “Don't Fool with a Phantom”. But one of my very favourite moments comes from the opening of episode “The Backstage Rage”, where Shaggy and Scooby-Doo are walking through a suburb: The show makes that neighbourhood look as vast and unreal as anything in “serious” horror. Scooby-Doo, Where Are You! takes an environment any of its viewers would be familiar with (not to mention its own creators too: The show is obviously set in Southern California) and transforms it into something that feels alien and inhospitable, a trick you might recognise as something only the most potent of horror movies can pull off. It's a style utterly unique to this show and that I've somewhat cheekily dubbed “California Gothic”.

The undiluted Expressionism of the show's art style is just the half of it, of course: In a juxtaposition worthy of Weimar Berlin itself, Scooby-Doo, Where Are You! stars four cheerfully groovy youths and a goofy dog who travel around together with no immediately clear motivation beyond trying to have a good time and to enjoy being young, seemingly oblivious to the shambling disarray and general disorder that apparently surrounds them. Except they're not. In fact, the real genius at work here is how Ruby and Spears quietly made the cast of their show some of the most blatantly radical and progressive characters to ever appear on US television, and it's in truth their revolutionary interaction with the world around them that's the entire point of Scooby-Doo, Where Are You!. Perhaps we should finally meet them, then.

One thing should be made perfectly clear from the outset: The gang are not Hippies. They are in no way, shape or form designed to resemble Hippies, nor does anything about their appearance, mannerisms or general look invoke the Hippie subculture of the late-1960s United States at all. For a supposedly-timely shout-out to the youth this might at first seem puzzling, though I have a theory as to why this may be the case I'll outline later. The bottom line for the moment is that no-one in the core five is meant to represent Hippie culture: In fact, really the only thing in Scooby-Doo, Where Are You! that remotely calls to mind the Hippies or psychedelic street performance is the Mystery Machine itself, with its flower-power paint job.

Actually, speaking of the Mystery Machine, let's talk about that first. We know from looking at production documents that Mysteries Five would have seen the gang as a five-piece musical band who had a knack for stumbling into mysteries on tour, hence their name. This also explains the Mystery Machine-It was obviously supposed to be the band's tour bus. Without the band motif though it now looks weird and out of place. Why are four random kids driving around in a van called the Mystery Machine? The gang are clearly not a group of private investigators in this show (all the evidence for that reading comes from subsequent series), they're just ordinary youths. So what's with the van? Well, even though its initial purpose was lost with Mysteries Five, it serves an important new role in Scooby-Doo, Where Are You!: It's the gang's home. While it's never explicitly stated in any of the shows that the gang are nomads (there are even a few episodes far in the future that try to give the gang actual houses, with mixed results in my view), it's pretty strongly implied, especially later on. This was probably the most important thing about this franchise to me as a kid: The idea of travelling around the world with three close friends, a dog and nothing more than what we could fit into our modified van is pretty much my definition of utopia. To this day my dream is to live in either a boat or a van, and I credit Scooby-Doo with being my primary inspiration.

But that's the van-What about the actual gang? If they're not Hippies, than who are they? Comics and animation veteran Mark Evanier is on record saying the gang was based on the main cast of The Many Loves of Dobie Gillis, with Fred as Dobie, Daphne as Thalia, Velma as Zelda and Shaggy as Maynard. This would of course fit with the information we have from Ruby's and Spears' earliest brainstorming sessions with Fred Silverman. However, and with all due respect to Mark Evanier, who knows more about Hollywood and the cartoon business than I could ever hope to and who actually wrote for the show and ran its comic adaptation for a time, if this was the intention than, the way I see it Ruby and Spears pretty decisively missed the boat: The gang no more resemble the teens-by-committee of Dobie Gillis than they do the Hippies. No, the gang are something far different and far more interesting than either of those.

Let's take them one at a time, starting with our new star. Scooby-Doo (and this is his name, not Scoobert of the House of Doo or whatever, at least right now), as we know, was from the beginning written as a large, silly, cowardly Great Dane. However, as easily spooked as he is, the core of his character is that he'll always summon up the courage to do the right thing and help save the day in the end. He was, as it happens, modeled off of Bob Hope's various comedy performances in the “Road To...” films in which he starred alongside Bing Crosby. So Bob Hope then: Not other cartoon dogs or a calculated metaphor for drug culture or whatever, Bob Hope. Not exactly radical youth movement material there, but let's remember he was supposed to be a comedy relief supporting character and what we see now is what happens whenever comedy relief supporting characters are suddenly thrust into the spotlight and given the responsibility of carrying the whole show. Not much good, in other words.

Actually, even though he's supposed to be based on Bob Hope, in practice, Scooby-Doo's narrative role seems to be more comparable to Lou Costello's in the Abbott and Costello movies: As of this writing I'd recently rewatched Abbott and Costello Meet Frankenstein and I was struck by how much Costello's character reminded me of Scooby-Doo. In fact, I'd go so far as to say the show would have handled its comedy a lot better and would have just been more effective overall if it had emphasized this more prominently. This is the biggest problem with Scooby-Doo, Where Are You! and the thing that regularly gets in the way of people taking it as seriously as I think it deserves to be taken: The comedy all too often feels every bit as shoehorned in and as forced as it actually was. Although Scooby-Doo was always meant to be funny, he was obviously only originally supposed to be a minor background character and his shtick has a tendency to wear very thin. Furthermore, the show's panicky need to shove humour at us all the time to appease its moral watchdogs has more destructive effects on the other characters. But Scooby's charming enough and because much of his initial characterization carries through he works (for now at any rate), so let's move on.

Perhaps more interesting is Scooby-Doo's evergreen companion and now second half of a shared double act, Shaggy. Shaggy is the first character who shows off the extent of the damage the show's last-minute tonal shift did. More than any other character, Shaggy is the one who is the most Flanderized and stereotyped over the course of the franchise as every single showrunner tries to take one minor quirk (the fact he has a big appetite and has a tendency to be jumpy) and squeeze far, far more material out of it than is physically possible. Really, by the second season it was all over for Shaggy until Tom Ruegger came along in 1983 and gave him some much-needed reconstruction. But, If we look at Shaggy in the earliest episodes of Scooby-Doo, Where Are You! we might be surprised to find that his defining character trait is not, as we perhaps might expect, cowardice, but rather a world-weary and tired cynicism and a dry, jaded sense of humour. In fact, he's often the one who is tasked, to his exasperation, with coaxing the nerve-wracked Scooby into action.

What this means is that what Shaggy is, as can best be determined by the larger social climate in which Ruby and Spears could reasonably be expected to have been working, is a Beat. Crucially however, Shaggy is not a “beatnik”, that hegemonic parody designed to marginalize and belittle Beats who is exemplified by Maynard G. Krebbs; Shaggy is closer to the actual spirit and ethos of the Beat Generation than really anything seen on US television before, and arguably since. Shaggy's role in the show is to appeal to caution and try to prevent his friends from making any rash decisions. He's proven wrong as often as he's proven right of course, though this doesn't take away from what he seems to be doing. Furthermore, he freely goes along with whatever the rest of the gang comes up with and is just as useful and willing part of the team as anyone else.

This makes sense, as the Beats were arguably the oldest of the youth movements that came to define the 1960s counterculture landscape, and much of their guiding ethos is reflected in the way Shaggy behaves: “Beat” is literally a reference to a feeling of being “beaten down” by society. In fact, Shaggy isn't just a Beat, he sometimes feels like a specific stand-in for someone like Jack Kerouac: The older, more weathered person who can speak from a position of age and experience. Another thing that makes Shaggy such a strong character is that his disheveled appearance is just universal enough he can be co-opted and championed as an icon of any number of subcultures that have cropped up over the years in the wake of the Beat Generation. Just compare him with, for example, the likes of John Carmack or Thurston Moore.

However, the character with hands-down the most blatant broadness of appeal has to be Shaggy's one-time sister Velma. Unlike Shaggy, Velma doesn't seem to represent any specific youth movement or philosophy, instead going for generically and cheerfully bookish (though it is worth mentioning she wears a miniskirt, which ought to, in 1969, make her allegiances clear). Her looks, unorthodox for a woman on US television, paired with her unabashed nerdiness and cool competence has rightly made her a hero for generations of feminists and other academics, and that alone makes her an iconic character. In Scooby-Doo, Where Are You! Velma is often cast as the third wheel to Shaggy's and Scooby-Doo's buddy comedy act, to her detriment. At the very least this isn't done in the manner of the trite and sexist disparaging (and arguably repressed Freudian) female straight man: More often than not she gets wound up in the shenanigans as often as her friends do and contributes her fair share to them as well (cheap nearsightedness gags are her specialty, naturally, as are gratuitous technobabble and comedic miscalculations). This is no mistake-Ruby, Spears and Silverman felt Shaggy, Scooby and Velma were the most inherently funny characters in the cast and took every opportunity to put the spotlight on them as often as possible.

The biggest myth surrounding Velma is that she's the only really productive member of the cast, finding all the clues, putting them together and solving the mystery. This does in fact become the case in later incarnations (largely because Hanna-Barbera stopped caring after the original show), but it's important to stress that in Scooby-Doo, Where Are You! every character has a dedicated role to play: If Scooby is the comic relief and Shaggy is the voice of reason, Velma is the analyst. She makes observations and inferences and helps to formulate deductions. She's also the primary expositor, using her wealth of book smarts to help the gang in situations involving science and engineering. She's not, it should be stressed, chief investigator, at least not yet: She doesn't tend to find clues as much as she does put the pieces together once she has them. She's more James Bond's Q than The Avengers' Emma Peel, if you will. That role falls to someone else.

Then there's Daphne. The character everyone says is objectively useless; a piece of late-1960s eye candy with no sense of self preservation or spatial awareness who exists solely to hang off of Fred's arm, fret about her clothes and hair and get stupidly kidnapped every episode to drag the plot out a little longer. Or, as I like to say, a triumph of both feminism and youth utopianism and quite possibly the best idea Scooby-Doo ever had. First of all, Daphne's job is manifestly not to get kidnapped to give the gang something to rescue at the halfway mark of every episode: In the original series she doesn't get abducted any more frequently than Shaggy or Fred (her nickname “Danger-Prone Daphne” comes from the fact she's sometimes a bit clumsy, though please do note it's only Fred, and on rare occasions Velma, who refers to her by this name). What Daphne actually does is find the clues. All of them. She seems to be able to notice hidden subtleties the other characters overlook all the time and frequently asks the questions that cause the others to re-think a deduction or leads them to suddenly realise something they hadn't before.

Even aside from that, Daphne is very probably the least understood character in Scooby-Doo, and this is a real shame, because she is also possibly one of the greatest. Part of this might be due to the passage of time and countless reboots distancing us from the cultural context into which she was originally introduced, so parsing out exactly who and what Daphne is requires us, even more than in the case of her friends, to start from critical square one, ignore the 40+ years of cultural conditioning that weigh down the franchise and flex our media studies skills a bit. But the groovy miniskirt with the scandalously short hemline, fabulous riding scarf and flip hairstyle tell it all: Daphne is a Mod.

In a famous quote that's still the best descriptor of the movement I've yet seen, Peter Meaden, the manager of legendary Mod rockers The Who, described the lifestyle as “clean living under difficult circumstances”. The origins of the first Mods is the subject of a lot of academic disagreement, but the consensus seems to be that they were a group of working class dandies who emerged out of the 1950s Beat Generation and were inspired by the work of Jean-Paul Sartre, Modern jazz and soul music and a fascination with consumerist culture as a deliberate act of rebellion against British traditionalism and the old-fashioned, classist social structure that went along with it. Fashion and style were, in and of themselves, extremely important elements of the scene, though not in the stereotypical sense of an unscrupulous one percenter whittling vast fortunes away on trivialities. Because they were working class, the Mods were very conscientious about which products to purchase and show off and the way in which they would be displayed. The goal was to take symbols of consumerist culture and reappropriate them in unique, “Mod” ways as a kind of Pop Art (not Soda) statement.

(Also note that Daphne's original voice actor was the US-Icelandic Indira Stefianna Christopherson, i.e. the only person not immediately recognisable as Southern Californian. The birthplace of the Mod movement was the UK.)

So no, Daphne is not prissy heiress who can afford to live in luxury because of her amazingly wealthy family. She's a working class dandy performance artist. If you need further evidence, consider the fact her signature colour is purple: Traditionally, purple was seen as an exclusive symbol of the aristocracy because it's an extremely rare colour in nature and the dye could only be derived by harvesting thousands upon thousands of mollusks whose shells contained the necessary pigment. That changed in the Victorian age with the advent of artificial dyes which made purple a colour available to everybody. So, by wearing purple, Daphne is using her wardrobe to make a public statement about how she reappropriates symbols and tools of the ruling class for her own radical purposes and as a symbol of herself and her personal ideals, which is pure Mod. And really, this reading does seem to make more sense: After all, why would a stupidly wealthy young woman obsessed with status bomb around in a beat-up Volkswagen van with a grungy Beat, a bookish nerd, a dog and a guy obsessed with poking his nose into other people's business?

But this also means Daphne is the character most hurt by the transition from Mysteries Five to Scooby-Doo, Where Are You!: As the Mod, she is very clearly meant to have some kind of relationship with Shaggy, the Beat, because her subculture is an evolution of his. She's the more hopeful, optimistic yin to his cynical and jaded yang. However, because Daphne wasn't considered to be as funny as Shaggy and Velma, she was pushed offscreen at every opportunity so the clown troupe leads could be in the spotlight as much as possible and as a result she's barely in the show (this, by the way, not an implication that she's sleeping with Fred, is the reason the gang has an irrationally programmatic instinct to split up all the time). Just as with Shaggy, Daphne's role doesn't truly become clear until the two of them get the entire show to themselves in the mid-1980s under Tom Ruegger. However, even in the original series if you notice, whenever the gang is just making casual conversation, it's usually Shaggy and Daphne talking to each other.

Which brings me to Fred who is, I'll be honest, difficult to read. He's the character who poses the greatest challenge to my redemptive interpretation of the series, but let's see what I can do with him anyway. For one it would seem like Fred was meant to be the protagonist before he was usurped by Shaggy and Scooby-Doo, which makes sense if we take Mark Evanier's word and posit he was based on Dobie Gillis. It's just too easy to claim this when looking at his design: youth subculture? Well, I suppose we could say he looks vaguely Mod; He's certainly got the ascot for it and the colours are right, but I'm pretty sure we're meant to read that top as a white sweater over a polo shirt and those look suspiciously like blue jeans to me. Not quite a slick Italian suit, then. No, what Fred looks the most like is a generically clean all-American prep school jock or university Ivy Leaguer which, annoyingly, he'd most likely have to be if he was created as the protagonist of a series meant, at least in part, to appease fanatical moral guardians.

However, this reading runs into issues once we realise that Mysteries Five always seemed like it was intended as an ensemble show with no one main character, focusing instead on the dynamic interaction of the gang as a whole. There's certainly enough of that in Scooby-Doo, Where Are You! that it seems like it renders this take on Fred's role too problematic to hold. So what does Fred do in the show as broadcast? Mostly he just makes decisions and issues orders when it comes time to inevitably split the gang up. He's usually credited as the one who designs the traps used to catch the villain, but Velma has just as much input and on many occasions its implied the entire gang works together on them. He exposits the plot, but not as much as Velma, he finds clues, but not as many as Daphne and he works with Scooby and comments on the situation, but not as well or as frequently as Shaggy. Really, he seems just like a balanced, well-rounded member of the team with no real specialty, symbolism or particular purpose. Puzzlingly, still just like a generic leader would be.

This may very well be the underlying point of Fred though, that he plays the role of leader even when it's not required. After all, Scooby-Doo, Where Are You! absolutely needed to not arouse the ire of the media watchdogs again, so what better way to do that than have a token character designed to look as white bread as they come to contrast with the manic antics of our loveable clown troupe leads? Looking more carefully however, and it could be assured media watchdogs absolutely would not, it becomes clear Fred's leadership is redundant, but he doesn't really care because he's only playing the role halfheartedly. After all, he's hanging around with three overt symbols of 1960s subculture, so he must not mind them all that much. What Fred does then is, through his superficial displays of blandness, textually and metatextually allow his friends to be as wild, crazy and countercultural as they can get (it's telling when Fred eventually gets his one major character revision he is overtly assigned a subculture: Conspiracy theorists).

The way Fred seems to play with his narrative role segues nicely into the other major thing Scooby-Doo, Where Are You! is known for: A formulaic style of storytelling and characterization that is not just a major aspect of the way it tells stories but fundamentally imbued into the very core of how the show works and what it does. Among the many things that could be said about this approach, included among these the minor fact Scooby-Doo seems to have introduced Glam-style characterization several years ahead of the curve, the really interesting thing from my perspective is what ramifications this holds for the show's basic themes and values. For one thing, Fred, Velma, Daphne and Shaggy are not characters in the sense we now understand them. As I've argued, they're really representatives of specific youth movements and crucially, youth movements from the late-1950s to mid-1960s: Several years before the show's actual airdate. They're caricatured for television animation, of course, but it's very clear who these characters are meant to be. What we have is, far from the original brief of a show overtly about everyday teen issues against the backdrop of a detective story or, for that matter, a modern character-driven drama, a show about programmatic characters who represent ideals tossed into a nightmare-scape of German Expressionism.

Recall the fact this show was being worked on in 1968, the year that marked the final collapse of youth counterculture in the United States. And then think back on which youth movements in particular the individual members of the gang represent: Beat, Geek, Mod and, arguably, Glam. Two of these date from long before the rise of the Hippies and Yippies, let alone their collapse and public shunning, one is timeless and the other hasn't even really coalesced into a visible movement as of this point. Although part of this is most likely due to the creators' need to distance their hip, young modern sleuths from the antiwar activists who had just been jackbooted by the Chicago police force for the benefit of the moral guardians, there's another side to this. The gang not only embody youth movements, they overtly hearken back to a time when youth movements were more accepted. The wisdom behind this choice becomes apparent when factoring in the other great programmatic aspect of Scooby-Doo, Where Are You!: “And I would have gotten away with too, it if it wasn't for those Meddling Kids”.

People like Richard Dawkins tend to love pointing out how Scooby-Doo is essentially a show for arch-rationalists: The ghosts and monsters always turn out to be criminals in disguise, ergo the show is teaching us that the supernatural is all make-believe and mass hallucinations. I would humbly suggest Dawkins and his ilk are completely wrong in this assertion. Scooby-Doo, Where Are You! I argue, not only has nothing to do with arch-rationalism or the supernatural, in point of fact the supernatural exists within the series to such an extent it's taken for granted. Later series canonize this by doing stories overtly about a physical supernatural world, but this is really a strong undercurrent that dates back to the show's origin. It's the favourite tool of the New Atheists themselves, Occam's Razor: How many paranormal-themed mysteries have the gang solved in their time? How many turn out to be a dude in a rubber mask in the midst of a land-grab job? How often are they surprised by this revelation?

The answer is always. Every single time the gang, and not just Shaggy and Scooby-Doo, treat the situation as incredibly grave and do nothing that would suggest they think something suspicious or earthly is going on until the clues start piling up. They remain convinced, or at least very open to the possibility of a paranormal explanation up 'till the very end, and are usually frightened to the point of despair as a result. If the gang were truly arch-rationalist skeptics why wouldn’t they go into every case with the presupposition that it's going to be a guy in disguise from the get-go? Are they really that thick? The answer, it turns out, is very clear and very simple: The gang are not arch-rationalists because pretending to be an otherworldly manifestation to hide your unethical tracks is an extremely effective criminal plan. The reason? The realm of the supernatural is very real and something to respect and fear.

Now, look at how the show treats adults in general: They're either criminals (and always criminals motivated by some kind of financial or otherwise personal gain), victims or, in the case of the police, hopelessly incompetent. In any world that subscribes to our model of logic, lawmakers and lawkeepers who are regularly and embarrassingly upstaged by a group of inexperienced young adults who can do their job better than them and effortlessly so would be sacked in a heartbeat, but, in the world of Scooby-Doo, these are the only kinds that exist. The gang are the only proactive characters in the entire show. Authority figures are not to be trusted because they're either evil and corrupt or weak and apathetic. The whole point of Scooby-Doo, Where Are You! then, is that the world is full of manipulative, unscrupulous people who will callously play on people's fears to increase their lot in life at the expense of everyone else's. The only way to live justly and freely in it is to jump in with the spirit of the youth, live our life according to our terms damn what anyone else thinks of us, and expose the wrongdoers for what they are. Perhaps most importantly, we have to take up arms ourselves, because no-one will do it for us.

This then at last is when we can finally see the true genius behind juxtaposing the show's visual aesthetic and its narrative structure: The chaotic and surreal nightmare world of Weimar Germany related by the German Expressionists and that Scooby-Doo, Where Are You! so consciously invokes now reflects the traumatic disarray brought upon the United States in the late 1960s by the hegemonic revolution that left the utopian ideals of youth movements in tatters. Those same lost ideals embodied by our main characters, who at the same time express a nostalgic regret for an age long since past even as they seem to subconsciously create an alternate universe around them where the 1960s not only never died, but in fact won by bringing down the same forces that sought to crush them. And this is where it suddenly becomes clear why it's so important for Daphne, the chief clue-finder and question-asker, to be a Mod: Daphne's purpose is to facilitate and engender revolutionary change in the show's world, which makes her basically a microcosm for the entire series.

There's a peculiarly timeless, static and unchanging feel to Scooby-Doo, most notable in future iterations but still clear here to an extent: The gang never really shed their mid-60s fashions (dated even here, at the series' beginning) and continue to frequent Malt Shops well into the 1970s and 1980s, even when they're revealed as the official in-universe calendar dates. In postulating a dream-world alternate reality where the 1960s never needed to end, what Scooby-Doo, Where Are You! is saying is that Daphne's starry-eyed Mod utopianism has won the culture war. Our groovy heroes always triumph; the forces of hegemony, bullying and calculating dehumanization always fail. Of course it's a crook in disguise all the time: After all, there will always be someone cleverly hidden just out of plain sight who will use power, fear and intimidation to harm others, and that person will always be stopped by the young and young-at-heart rising up to point out the injustice of it all. Daphne and her friends don't have to be made to change by a shifting cultural zeitgeist: Rather, the world changes around them, the only strong and reliable things within it. That dream-atmosphere surrounding all the great German Expressionist works is plainly on display here to remind us it is all, in fact a dream, but it's a dream worth striving for despite, no, because of its twisted and macabre beauty. The best dreams, we know, are always made of a beguiling mix of light and dark; that's what makes them so memorably haunting.

Like all great children's television, Scooby-Doo, Where Are You! doesn't talk down to its audience and manages to effortlessly convey themes that “grown-up”, “adult” shows stumble over constantly. Joe Ruby and Ken Spears respected their viewers of course, but they also respected themselves and the culture their show was going out into: They tried to make the most intelligent and mature show they could, and, because it was a cartoon, they were able to use imagery and visual symbolic logic that would have been impossible on a live-action series. Don't you see what this means, Star Trek friends? This is a show about wayfinding. The gang are travellers making their way through the ruins of modernity, bound together by only their sense of social justice, their desire to help others and their loyalty to and love for each other. Scooby-Doo, Where Are You! is purely and utterly Vaka Rangi. It perfectly encapsulates all the themes I wanted to highlight on this blog, and that I frequently wish were clearer in Star Trek itself. In fact, Scooby-Doo, Where Are You! may well be the most Vaka Rangi work I'm ever going to cover.

Friday, September 27, 2013

Sensor Scan Bonus: Mysteries Five and 1968

Before I began Vaka Rangi, I was toying with the idea of doing projects of similar size and scope for other pop culture phenomena. I posted most of these "pilots" to this blog's sister site Soda Pop Art, if anyone's interested in some of the things I write about outside of Star Trek. One of the projects I've considered doing off and on for the past three or four years is a comprehensive critical history of the Scooby-Doo franchise, which, in my opinion, is one of the most frequently misread things in pop culture. And, when I was planning the between-season material for the gap between the end of the Original Series and the beginning of the Animated Series, there was one show from 1969 I knew was an absolute no-brainer for me to cover.

Unfortunately, I'd already written about it.

So yes, Scooby-Doo, Where Are You! is getting a Sensor Scan post sometime after "Turnabout Intruder". But as it's part of a larger project I'd still like to write someday and as its sociopolitical and ethical roots really date back to 1968, the production history of the show has its own post, which you can read below.

This essay then, as well as the planned one on the show-as-aired, is a revised, remixed, expanded and otherwise tweaked version of a piece I already posted to Soda Pop Art about a year ago. Because of that, I'm not comfortable making this an "official" Monday/Wednesday/Friday post (even though it's certainly long enough to be one) and you're free to skip ahead and go read up on Scooby-Doo over there if you like. Or if you'd prefer to wait to see the strangled way I try to connect this all back to Star Trek, you can certainly do that as well.



Mysteries Five

The year was 1968.

Hanna-Barbera, long having proven itself one of the major pillars of the children's television animation genre they helped create, was under fire from Parental Rights and moral guardian activist groups who were complaining that their Saturday Morning Cartoon market, at the time dominated by sci-fi action serial inspired offerings such as Space Ghost and Jonny Quest, were too violent and scary for children and demanding their programming be changed to reflect more “suitable” content and topics. Despite being Exhibit A, Hanna-Barbera were far from the only studio targeted by this campaign, and one of the earliest, and most influential, responses was Filmation's The Archie Show, which reconceptualized the Riverdale high kids from the popular evergreen comics as a teen pop band and centered around themes of teenage relationship and parent drama.

With the complaints by parental watchdogs echoing in their ears, Hanna-Barbera set to work trying to come up with a show that would both please the activists and serve as a tentpole series for their upcoming season. While all this was going on, Fred Silverman, then head of CBS' children's television department, contacted producers Joe Ruby and Ken Spears with an idea he had for a new show that combined elements from I Love A Mystery and Armchair Detectives, two popular radio serials from decades past. The twist would be this new show would star characters overtly meant to represent contemporary youth, perhaps modeled off of The Archie Show or the sitcom The Many Loves of Dobie Gillis.

This is frankly already not off to a terribly promising start. Anyone with a passing interest in the aesthetic value of fiction, especially children's television, knows that no good ever comes from making a fuss that things are “too scary” for kids or demanding anything be “toned down”, especially when so many of these arguments are built around the presupposition that children are televisually illiterate and naive to the point of being unable to distinguish fiction from reality, as indeed these were. It doesn't help that the arguments of the activists are patently ludicrous at face value, as anyone who actually *watched* Space Ghost or Jonny Quest can attest to. Those shows were about as frightening as one would expect a mid-60s Hanna-Barbera cartoon to be.

This is all, however, sadly, mostly business as usual for US children's animation. More concerning is Silverman's apparently sincere belief that the The Archie Show (based as it was on notoriously static and, at the time, conservative-leaning comics) or The Many Loves of Dobie Gillis was a legitimate and even-handed representation of late-1960s youth. For those unfamiliar with the latter series, it was a CBS sitcom that ran from 1959-1963 and chronicled the misadventures of the titular teenage lead Dobie Gillis. Most of the plots of the series' episodes related Dobie's frequent, and just as frequently failed, attempts to attain money, popularity and the admiration of women. The show's biggest problem was Dobie's best friend Maynard G. Krebbs, the first character overtly coded as a representation of the Beat Culture on United States television and who would perhaps be more of a historical milestone were he not an appallingly crass, inaccurate and offensive stereotype created solely for the purpose of derision. Maynard's defining character trait was sloppiness and his adamant aversion to any kind of work, often played up for comedic effect. It's about as ugly and transparent an attempt at bullying and marginalization as exists, and is almost singlehandedly responsible for the rise of the “beatnik” stereotype Jack Kerouac went to his grave vehemently protesting.

There were two other main characters worth mentioning. One was Thalia Menninger, an enterprising young lady Dobie was always hopelessly infatuated with. Thalia was cold, calculating and cynically manipulative and often abused Dobie's trust in and admiration for her in order to use him in her many and varied get-rich-quick schemes. So, perhaps not the most favorable portrayal of femininity then. Finally there was Zelda Gilroy, a brilliant academic and star athlete who was as smitten with Dobie as he was with Thalia, but who always spurned her advances because she wasn't as conventionally attractive as Thalia. In terms of reaching out to the blossoming contemporaneous youth counterculture and giving them a charitable reading and fair podium, The Many Loves of Dobie Gillis was pretty much, well naught-for-naught. Turning to it for inspiration for a youth-centric show in the much more turbulent years of 1968-1969 then, would seem to be not heading for trouble so much as careening headfirst towards it in a blind rage, an altered state of consciousness and with a broken accelerator pedal. Surely there's no hope of this ending in anything other than immediate and catastrophic failure; there's no way, with these guidelines, the show is destined to be anything other then a spectacular affront to quality and taste.

Then Ruby and Spears promptly ignored all of that and came up with Mysteries Five.

It's at this point I have to be careful with how I proceed in my analysis. Mysteries Five exists to me as two separate, though connected, television artefacts and neither of them is a physically extant cartoon show. The first is the Mysteries Five I can try and piece together from old concept art and written accounts left behind by the people directly involved in its creation. The second is the Mysteries Five whose potential the former show hints at; the show I desperately wish I could have seen and can only dream about. As I'm playing the role of an amateur animation historian here, it's my job to do my best to describe the first show as best I can, but I'm not going to lie and pretend the second show isn't the one with the most tantalizing material for critique or the one I'm really the most interested in. With that on the table, let's see what we can do to square away what Mysteries Five actually was, or at least could have been.

With Mysteries Five, Ruby and Spears seemed to take the most basic of their dicta and distilled them into the most cohesive form they could manage. Our young heroes were a teenage rock band, the titular Mysteries Five, who would travel around from gig to gig in their groovy van The Mystery Machine. Along the way, they would have the uncanny knack of stumbling into a new baffling mystery every week, hence their band's name. Alongside solving mysteries, the gang would also be challenged by drama with relationships, elders and so on. Each episode would feature a mixture of all these interlinking plots, with the mystery as the omnipresent background. Eventually, however, most of the non-mystery aspects of the show were thrown out by Ruby and Spears, who felt it might make the show a bit too unfocused.

Ruby and Spears also gave the band a dog, at this point named Too Much, because they knew Fred Silverman liked dogs (in network television it's always wise to play to your boss's ego). Ruby and Spears were initially undecided as to whether or not Too Much would be better off as a large, cowardly and silly dog or a small, feisty and humourously pugnacious one (a small piece of trivia it might be worth holding on to) before finally settling on the former and giving him the position of bongo drummer in the band. Ruby and Spears always wanted Too Much to be a Great Dane, but first settled on a sheepdog because they felt it would attract confusion with the comic strip Marmaduke, before Silverman assured them this wasn't anything to worry about and changed him back.

Following some early refinements, the initial cast of five was reduced down to four well-defined leads, in addition to the dog Too Much: Kelly, Linda, W.W. (who was to be Linda's brother) and Geoff. After some further planning sessions, they were renamed Daphne, Velma, Shaggy and Fred, respectively (in network television it's always wise to play to your boss's ego). At this stage, these characters are essentially the same ones we're familiar with from the later Scooby-Doo, Where Are You! save for one or two key differences. Because of this I'm going to reserve going into too much detail about exactly who these characters are and what they represent until I tackle the actual televised show (Teaser: Despite being frequently compared to them, our new gang are about as far away from the Riverdale kids and Dobie Gillis as is actually conceivable of being). Also because what's really the most interesting aspect of Mysteries Five is what its underlying structure and philosophy seem to have been saying.

Mysteries Five was fundamentally created as a comedy/horror genre fusion piece, trending towards the horror. A quick glance at some of the concept art, aged, faded and scanned in maddeningly low resolution as they may be, reveals something positively stunning. This was no blockbuster Universal-style monster mash or cheesy 1950s B-movie pastiche: Mysteries Five was borrowing its horror iconography from the very roots of the genre-the German Expressionist masterpieces of the celebrated and long-departed Weimar cinema. The history of German Expressionism and the meaning behind its distinctive and incalculably influential look is inexorably bound up with the environment into which it was born: In brief, German Expressionism was a reaction to the devastation The Great War wrought across Europe and the ensuing runaway societal breakdown that it left in its wake. This was particularly gruesomely noticeable in Germany, the country deemed wholly responsible for the war by a world sociopolitical order left shell-shocked by the scale of the meltdown it had just lived through, bringing it face-to-face with the limitations of Modernism for the first time and desperate for someone, anyone, to hold accountable.

Though certainly not blameless during the war, the resulting effect on German culture and morale was frankly horrific and it's a hard person indeed who'd wish it on any people: In the lead-up to the Treaty of Versailles approximately 700,000 German citizens died of hunger partly as a result of a draconian military blockade that surrounded the country. Thousands more died in the revolutions that sprung up from both sides when protestors were shot dead in the streets even as the new Weimar republic struggled to maintain some semblance of legitimacy. Interwar Germany was defined by systemic and catastrophic social collapse the likes of which it's hard for a contemporary viewer to actually conceive of, let alone get a hold on. In a bizarre mirror image of the bloodshed surrounding it, Berlin became a cosmopolitan centre and served as a meeting ground for artists, poets, philosophers and radical thinkers of all sorts, the blend of music from the jazz clubs and the gunfire in the streets providing an unnervingly constant background. For many of these intellectuals, this nightmarish juxtaposition symbolized that the world had ceased to make sense, instead revealing itself as a warped, grotesque truism where abject horror was everyday reality. But at the same time there was an overwhelming sense of revolutionary solidarity and hope, and their art reflects this bizarre, paradoxical, dreamlike world.

Films of the German Expressionism school had an extremely unique look, utilising light and shadow to create stark visual contrast, everyday objects warped and distorted almost beyond the point of recognition and unorthodox set design techniques to make utterly singular cinematic worlds that turned familiar settings into threateningly alien and unearthly landscapes that instilled a constant sense of foreboding. Nosferatu, for example, adapts Bram Stoker's Dracula in a way that would be unfamiliar to those only acquainted with the Bela Lugosi film; overtly playing up the concept of the vampire as a diseased undead neither of one world or the other in a permanent state of decay. The best, most vivid example of German Expressionism's link to the everyday life of Weimar Berlin in my view is The Cabinet of Dr. Caligari, taking place in a haunting dreamscape comprised of unnatural shadow that refuses to return to normalcy even after the protagonist awakes and it's revealed to be a dream (because, of course, the grotesque dream *is* normality) and that concerns a silent killer who stalks the night. The fact this genre was now being invoked to form the aesthetic backbone of a Saturday Morning Cartoon Show in 1968-9 aimed at the youth is...telling, to put it mildly. While it's best to save precisely why until next time, some background about the state of youth culture in 1968 is perhaps in order.

Although arguably beginning with the dual assassinations of Martin Luther King, Jr. and Robert Kennedy on April 4 and June 5, 1968, the shockwaves of collapse reverberated most strongly later that year in Chicago, where brutal riots sprung from attempts to do psychedelic street theatre at the Democratic National Convention. Mayor Richard Daley proceeded to order the Chicago police force to use whatever means necessary to clamp down on the rapidly deteriorating situation after already issuing a “shoot-to-kill” order on Martin Luther King, Jr. As a result of the ensuing bloodbath, which Daley was able to pin on the protestors despite it being entirely his fault and that of the riot squad, the tide of public opinion was swayed irrevocably away from youth groups leading centrist Vice President Hubert Humphrey (seen by the young left as too close to then-President Lyndon Johnson, whose actions during the Vietnam War made him an enemy of the progressives) to easily secure the Democratic ticket over antiwar favourite Eugene McCarthy and, eventually, to lose spectacularly in the general election to Richard Nixon due in no small part to the young left bailing out of mainstream politics entirely in the aftermath of 1968, retreating in equal parts to third party candidates and cold bitterness.

Behind the scenes the climate was even more dire: All throughout his campaign Nixon, it has since been revealed, was working clandestinely with the Saigon government to sabotage peace talks initiated by the Johnson administration in an effort to use the worsening state of the Vietnam War as political leverage. The information was relayed to Christian Science Monitor reporter Beverly Deepe in October, 1968 by her contacts in South Vietnam. Although the story was heavily edited, then buried by Deepe's editors, it eventually reached as far as Johnson himself who threatened to go public with the story before it was decided by his aides that it would be too destabilizing on the morale of the country to publish it and that it was now too late to make a difference in the outcome of the election anyway. Consortium News' Robert Parry outlines the full timeline of events here. While it may not have been a matter of public knowledge at the time, Nixon's unabashed acts of treason fit into the general zeitgeist of 1968 chillingly well.

The truly astonishing thing about Mysteries Five is that all of these wildly disparate and gravely serious themes ultimately wound up influencing the finished product. That Ruby and Spears honestly thought they could write all of this into their new show aimed at seven-to-ten year olds and actually get away with it is a frankly stupefying amount of confidence and courage matched only by the even more unreal fact they almost did. Fred Silverman loved the show, as did Bill Hanna and Joe Barbera themselves. After a last minute name-change to Who's Scared? at Silverman's request, the completed concept art was submitted to the CBS higher-ups for approval...and that's when it all fell apart. Ruby's and Spears' unbelievable good luck finally ran out when the CBS executives leveled at their show that most damning of accusations: “It's too scary for the kids”. Here is where the fateful choices were made: Without an anchor programme for the upcoming season and desperately needing Who's Scared? to pass, Silverman, Ruby and Spears frantically went back to the drawing board to see what could safely be placed on the chopping block.

When the show reached it's final form it had been veritably gutted: Gone was the rock band motif (leaving the continued existence of The Mystery Machine a tremendous plot hole) and more distressingly, with it went the show's basic tone. While Mysteries FiveXWho's Scared? was created from the beginning to be a comedy horror piece, the horror and drama aspects were apparently always intended as the primary ones (although to be fair expecting any Hanna-Barbera show to be a work of weighty pathos is a bit far-fetched). Now, the show's major focus was to be the comedy stylings of Shaggy and Too Much, (now renamed Scooby-Doo after Frank Sinatra's scat at the end of “Strangers in the Night”, a change that, if I'm honest, I can't really contest) with Velma as a third wheel, and this was to become the central thrust of every episode. This change was made partially because Fred Silverman, as expected, was absolutely in love with the dog, but mostly to divert the CBS censors' eyes away from the Expressionistic nightmare world the show took as its setting. Additionally, at some point during development Velma and Shaggy stopped being siblings, which opens up a whole special can of worms all unto itself. Ruby, Spears and Silverman resubmitted the retooled show, dubbed Scooby-Doo, Where Are You!, where it was accepted without incident.

This, at last, is the original sin of Scooby-Doo. While the unforgettable visual style miraculously remained intact (which, to be fair, was always probably going to be the most important thing about Mysteries Five) and catapults Scooby-Doo, Where Are You! to classic status almost by its merits alone, it's been irreparably defanged. We have an ending that is, unfortunately coded with an awkward brand of poetic justice: The show born with the spirit to rebel against hegemonic anti-intellectualism from within is shot down by the very forces it carried the promise of overturning. Even though we'll never know exactly what Mysteries Five would have been and whether or not my conclusions have any sort of merit, the troubling fact remains that no matter how good Scooby-Doo, Where Are You! and its successors get, there will always be uncertainty hanging over the franchise as to what it could have really achieved had it been allowed to live up to its full potential. Given the achingly tantalizing clues we get in the various seasons of television to come, it's a maddening truism to come to terms with indeed.

A little-known fact about The Cabinet of Dr. Caligari is that the original ending would have revealed the titular doctor, after having been revealed as the source of the murders, to be in truth a raving inconsolable lunatic who is literally an escaped inmate running the asylum. The ending was changed, at the behest of the studio, to make the protagonist the mental patient and the obvious toothy commentary about the state of authority and social structure in interwar Europe was lost. How fitting then that The Cabinet of Dr. Caligari is the work of German Expressionism that the visual aesthetic of Scooby-Doo, Where Are You! seems the most inspired by.

However...

Mysteries Five may be dead and gone, but that's not to say the simulacrum now wearing its visage doesn't bear some traces of its predecessor’s squandered potential. Scooby-Doo, Where Are You! is a show born out of aesthetic death and given life by forces of hegemony. It draws its visual style from the unnatural foreboding of German Expressionism, a genre created in response to a shattered continent trying to come to grips with the aftermath of a bloody, devastating war and widespread social collapse. And, perhaps most intriguing of all, it stars four avatars of 1960s youth culture...