Dokumentarac o hipsterskoj igri "alternativne povijesti" Jejune Institutea u kojoj stanovnici San Francisca tragaju za nebom na zemlji.
Umjetničke forme u kojima su život i fikcija potpuno pobrkani.
www.theinstitutemovie.com/index.html
"To those dark horses with the spirit to look up and see... a recondite family awaits." Welcome to the Jejune Institute, a mind-bending San Francisco phenomenon where 10,000 people became "inducted" without ever quite realizing what they'd signed up for. Was it a cult? Was it an elaborate game? Told from the participants’ perspectives, the film looks over the precipice at an emergent new art form where real world and fictional narratives collide, creating unforeseen and often unsettling consequences. Fusing elements of counter-culture, new religious movements and street art, THE INSTITUTE invites viewers into a secret underground world teeming just beneath the surface of everyday life.
Some of the participants in "The Institute" - a ludicrous, yet oddly engaging documentary about a counterculture alternate-reality game - seem to share one or two things in common:
They've been out in the Burning Man sun for way too long. And they should seriously consider getting a life.
But even as you may be rolling your eyes at the ridiculousness of it all, you may also find yourself admiring the creativity of this offbeat project.
The game at the center of the film concerns the cult-like Jejune Institute in San Francisco, where "inductees" (responding to flyers posted around town) are swept up in an underground world designed to blur the line between reality and fiction.
Before we can say "Blair Witch Project," we are descending dark stairwells and hearing ominously about a punk girl named Eva who has gone missing. Meanwhile, the sinister-looking Octavio Coleman Esq., founder of the Jejune Institute, is lurking in the background.
The game is not exactly a narrative masterpiece, but its elaborate execution is no small feat. The goal of this urban playground exercise was not so much to create a linear story, but to help participants see the everyday world around them in a completely different way.
With the help of excellent motion graphics - the opening title sequence is inspired - sly director Spencer McCall does a skillful job of reconstructing this hipster-centric game, though much of the proceedings still come off as one of those "you had to be there" affairs.
Whether you are swept away or not, "The Institute" provides an interesting window into the alternate-reality gaming subculture, giving us a glimpse into the creative notions of younger minds (and not so younger minds) and their desires to immerse themselves in interactive art. - David Lewis
It freaked them out a little bit. Because they didn’t know where the fiction was and where the reality was. And that was the tension that we thought was really rich, was really compelling.”
– Jeff Hull
It’s been said that every story is a detective story and that we, the audience, are putting together the clues left by the author to solve something: the plot, a study in character, some moral or philosophical viewpoint. As you progress through any narrative, you are amassing insights and leads, discarding irrelevant red herrings, until you come to the conclusion and try to solve the ultimate mystery, “What Does it All Mean?” Sleuthing is not a genre; it is a basic element of our lives that we apply to everything from our addictive TV shows to the very purpose of our existence. That’s a grandiose way of saying that we all like to play detective. But what happens when that line blurs between playing a detective and actually investigating your life?
The Institute, a new documentary directed by Spencer McCall, looks at a game of sorts that was created by Jeff Hull in San Francisco from 2008-11. San Franciscans woke one morning to find fliers around their city advertising personal force fields, the ability to talk to dolphins, and other fanciful delights if they’d just call the number on the bottom. Those that dialed soon found themselves invited to a room in a building in the financial sector, and on the first step of discovering this alternate world complete with mystery, wonder, and competing factions: The Jejune Institute and the Elsewhere Public Works. Soon, participants were going on various scavenger hunts, engaging in impromptu protests, and occasionally breakdancing on the street with sasquatch in exchange for further clues about this mysterious other world. Eventually, the game ran its course and concluded, and McCall interviewed the creators and participants to learn about what they each got from the experience.
Of course, it’s not that simple. Many elements are presented as fact, and some do offer behind-the-scenes insight or reflections of genuine players, but some of it is all misdirection presented with the same straight face. By mixing canon with fact, McCall has managed to replicate the game’s experience perfectly and has created an engaging film that is totally enticing and wonderfully frustrating. Viewers get wrapped up in wondering what the story is, but are then upset when they realize that everything they just heard was part of some scripted bit, but then intrigued again as they want to know what will happen next. McCall creates an entire cast of unreliable narrators in his documentary, all seeming to be truthful but slightly off. It’s so effective that I actually ended up in a Google hole for a few hours after trying to piece together the real story (a large chunk of it comes from this NY Times piece). But rather than be annoyed by this constant sleight of hand, I found myself wishing I had experienced this game myself; I could easily imagine myself pouring over clues or awaiting instructions from the mysterious Commander 14.
Hull states that he wanted to take that same sense of mystery and wonder out of the childhood park and instill it into the city around him. He succeeded by building an Other San Francisco, an Invisible one, seen only by the participants in the game he constructed. Where some people will see a neglected alley in Chinatown, others will remember the important text hidden there that helped them learn more about the sinister Octavio Coleman’s plans for the Algorithm. Where some people see the towering shrines to capitalism in the financial district, former players will remember that was where the ride began. Hull and his co-conspirators were able to transform the city’s concrete into clues, the familiar into the new, and, for the nearly 10,000 people who participated in the game, allowed them to live in a detective story of their own. The greatest compliment I can give The Institute is that inspired me to start digging into the truth and learning more about this game — and it inspired me to start solving a few mysteries, too. McCall’s film perfectly encapsulates the singular experience Hull created — a world of facts and fantasy tensely entwined — and brings the viewers on a strange trip of discovery that will leave them confused but desperately searching for the next clue. - Neurotic Monkey
"Mystery is part of the appeal."- Hollywood Reporter
"A compelling portrait of an unhappy new millennium searching for something better."- Pacific Sun
"Here was interactive entertainment that combined treasure hunts, geocaching, and “Who killed Laura Palmer?”–style sleuthing."- Seattle Weekly
"Spencer McCall's ambitious documentary gives those who weren't part of that three-year production a chance to appreciate what they missed."- Allmovie.com
Sumbarine Channel Interview with Jeff Hull
"A record of the mad invention of the game's masterminds."- The Village Voice
"Oddly engaging documentary about a counterculture alternate-reality game."- San Francisco Chronicle
"A shadowy conversation-starter of a movie..."- The Dissolve
"Spencer McCall's film takes the shape of an amusing portrait of the times."- East Bay Express
"To take part in the Jejune Institute’s program is to become a major character in a primordial conflict of good and evil, truth and suppression, enlightenment and ignorance."- Washington Square News
"...Cleverly challenges the audience to reconsider their own conclusions about the onscreen events."
- Smells Like Screen Spirit
- Smells Like Screen Spirit
"One of the most interesting and weirdly inspiring films I've seen."- Mission Mission
"A ground-breaking social experiment."- Huffington Post
"Play itself can be profound."- San Francisco Weekly
"An intriguing continuation of the interactive mystery."- San Francisco Weekly (feature)
Spencer McCall: Roaming San Francisco in Search of Elsewhere
Susie Neilson talks to the director of The Institute, a documentary about an alternate reality game that had San Franciscans wandering the city streets in search of heaven on earth.
Image from Flickr via roger4336.
The moment you hit play, fiction bleeds into reality. Signs shift and change; a man begins to wave out at you from the city streets.
Congratulations. You’ve officially been inducted into The Institute, a documentary film chronicling the three-year run of an alternate reality game in San Francisco. Conceptual artist Jeff Hull cloaked the game under the auspices of the “Jejune Institute,” a sham cult obsessed with transcendence of the ordinary. Those who called the Institute after being lured by its various advertisements found themselves listening to a cool female voice. “For all dark horses with the spirit to look up and see,” she announced, “a recondite spirit awaits.”
So what is an alternate reality game? It’s difficult to understand until you play, but the basic premise is straightforward enough: It’s an alternate means of navigating through reality, a playful, narrative-based way to transcend the mundane through urban scavenger hunts, special “missions,” and various mental and physical challenges. After drinking the metaphysical Kool-Aid, the punky inductees of this particular game—the Institute’s—would roam the streets of San Francisco in search of Elsewhere, a parallel plane of existence characterized by playful ethereality. But reaching Elsewhere meant going places most of these folks had never dreamed of, from urban spelunking through the city’s sewage system to engaging in “rigorous physical jamming”—i.e., Daft Punk-fueled dance parties with sasquatches—in an effort to stop an energy attack from another dimension. One inductee followed a set of taped instructions all the way to a battered bookstore (in The Mission?), in hopes of finding a text on interdimensional hopscotch.
Filmmaker Spencer McCall helped Hull document his zany project for several years. Throughout his film, he keeps a close lens on the action, guiding us through the strange inventions and allegations of cult activity that lent bite to the secret. He speaks to the bewildered San Franciscans that got swept up in the game. He probes deep into the darker side of the game, investigating its mysterious nonfictional motive and speaking with Organeil, the shadowy legend who wrapped himself deeper into the fold than anybody else.
Throughout it all, McCall purposefully leaves many of the mysteries intact, weaving us a yarn that’s as knotty and baffling as its subject. So we asked McCall to help us unravel it here.
—Susie Neilson for Guernica
Guernica: What’s the premise behind this Institute?
Spencer McCall: From the mid to the late ’90s, there have been these things called alternate reality games. Ninety-nine times out of 100, alternate reality games are a campaign to sell something, whether that’s a marketing ploy or a plan to sell Reese’s peanut butter cups. But for [artist] Jeff Hull—to this day I still don’t know where the money came from, the money’s always been the mystery to me. But I guess Jeff’s plan was to take this multimedia platform, this way of telling a story, and [use it] to commemorate an ex-girlfriend of his that went missing in the ’80s. He’s a street artist—he’s done a lot of graffiti and installations, weird, fringey stuff in the Bay Area. When he came into this mystery money, the way he approached it was—the inspiration was—this girl that went missing.
The film for me, at its core, is kind of like a love song, or love letters to this girl who went missing.
Spencer McCall: Around late 2008-2011, there were these whispers all over San Francisco. Where everybody would say, “Hey, go to the 16th floor of this building in the Financial District. It’ll change your life.” But nobody would say anything else. You’d be like, what’s there, what happens?
Then you’d go to the building, and you’d see the induction room…and you’d get sent on this crazy adventure.
The clandestine nature of the experience was so vital. People did a great job of keeping that alive but still spreading the word, that this was an experiential piece of art. So I guess I just heard about it through my friend Gordo.
At the time, I worked for a company that did dog cloning.
Guernica: Whoa. I didn’t know they could do that.
Spencer McCall: What—clone dogs? Yeah, it was the only company that did that in the world for a while. I did the media for it. I got to travel all the way around the world, filming the deliveries and the cloned puppies to the rich people who owned them. I was kind of the propaganda master, putting videos out to show that propaganda was good. [laughs]
Then it went out of business, I lost my job, and at the time I was just kinda bumming around, looking for video jobs. Ultimately my friend Gordo got me in touch with [the Institute.] Every 6 months I’d get an email saying, “Hey, can you do this video?” I got very limited information. After a few years of doing that, I had enough accumulated footage from them to get a picture of what this project sort of was.
Spencer McCall: No, but people said that I should know him; he’s got a lot of perspective on the whole thing. And he really does, I used a very small fraction of what I interviewed him about. I got his whole life story—it was amazing. I don’t even know where to start with Organeil…all the things that toe the line between reality and fiction.
His life story is insane. He’s a runaway, he’s been visited by these interdimensional beings, he was born on Christmas so he’s got this grandeur complex, he considers himself Messianic. It’s really crazy. He was angered by my portrayal of him, because I didn’t include a lot of his philosophy…these pseudoscientific insane ramblings. He was hoping I’d get this manifesto out there, because he’s homebound. He hasn’t left home since July 2009.
Guernica: Were most of the other players eccentric?
Spencer McCall: Absolutely. The word I would use is unstable. There were numerous, numerous individuals who didn’t think about this in any kind of trivial manner. This was a serious manner, not to be trifled with, a battle between good and evil…nature and science. Ultimately, as hard as I tried to reach out to those people, the closest one I got to was Organeil. Close to 10,000 people participated in this, and out of those, probably about 100 were closer to delusional tendencies, off-kilter ideas…maybe that’s just reflective of this city and the counterculture, but there were definitely some spooky people involved.
Guernica: Who is Octavio Coleman Esq., the “villain” in the game?
Spencer McCall: An actor—a brilliant one. Arye Michael Bender. He’s got a rich history in the Bay Area. Any kind of game or story needs a good villain, someone to rally against. He helped turn the story into a bit of an opera. I think it’s something people needed.
Guernica: Yet there wasn’t a “bad guy gets killed” kind of resolution at the end of the film. Was there a purpose behind that irresolution?
Spencer McCall: Absolutely. That was definitely Jeff’s goal, to say, “Look, you can be triumphant without blowing up the bad guy, without making his guts explode.” For me, that’s always been frustrating, that the movie only ends when the bad guy gets killed. That this idea is constantly reinforced in our culture. I mean, life is so precious, so to not have the bad guy humiliated or killed at the end, but to say, “That’s not what it was about, I was giving you a motivation to go out and explore,” it was great.
That being said, a movie needs a greater resolution than an experimental art piece. So for the film, I needed an end…I needed to solve something. And to me, that was figuring out why Jeff did this. What he never admitted was that Eva, the girl he based this on, was real. The fact that that’s the catalyst is what I felt most fulfilling. That was enough for me.
Spencer McCall: Yeah. When I started working, I had every intention of using a narrator, and I have pages of voiceover that kind of hold your hand as you walk down the road of discovery. Then maybe halfway through the film, I analyzed what I was making, what the point of the film is, what the art project is, and I realized how detrimental [narration] would be to the film. I’d be doing such a disservice to what this project meant, which was about self-discovery. It was about being presented with media, and the situations of experience, and doing it on your own and learning about yourself as you explored. To have a narrator—to have someone telling me what these images mean—it would’ve killed any hope of continuation of that idea. Sometimes you need ambiguity to truly discover; sometimes you need mystery to solve a mystery. So it felt very contrived, to add voiceover.
I wanted to turn the film itself into a game. If you do enough Googling, you’ll get all the answers you want. But for me, it’s almost more fun not knowing everything. It’s almost a metaphor for life and existence in general. There’s so much we won’t know, being here and being sentient. That’s why we read books and movies, we like knowing there’s an answer in this world, but often we get these false platitudes from movies.
Guernica: What do the central ideas of the film—nonchalance and Elsewhere—mean to you?
Spencer McCall: Nonchalance is this idea that if you remain naïve to a lot of the problems in the world, at least, the more trivial problems—like heartbreak, or finance, or doing laundry—if you don’t let those sink into your body or mind, then you’re impenetrable to them.
So the idea that being naïve, having your head in the clouds, can make you impenetrable to pain and stress. People who are in the clouds often seem to be the most balanced, and happy. They’re rare, but we see them. Like the character in Harry Potter, Luna Lovegood. She’s very floaty, like a cloud—nothing can hurt her. However, in the film the concept of nonchalant is, you’re either going to be that way or you’re not. The idea was nonchalance is this natural concept, that it can either come to you or not.
So nonchalance is enlightenment. Elsewhere is…I don’t want to say heaven. It’s like the world that you live in if you’re a nonchalant. Elsewhere is this place of magic. It’s almost this unattainable thing. A lot of people had this idea of what Elsewhere was. It’s never fully fleshed out or explained simply because you had to have your own interpretation of it.
Spencer McCall: I’m in the early phase of my next feature. Things are busy right now with screenings and things. I’m so lucky, don’t get me wrong, it’s like trouble in paradise, but I want to get back into production on a feature. It’s going to be science fiction-y, and mystery.
Basically I’m gonna start making a film about someone who doesn’t know they’re in the film—and that’s all I’m gonna say at this point.
Guernica: Is that…legal?
Spencer McCall: [laughs] it will be. With this person, it will be.
“The #1 film people will be talking about at Sundance.”- LA Weekly
“Playfully subversive... Rarely have I felt so absorbed.”- The Village Voice
“A brilliantly constructed film... a remarkable feat.” 5 Stars.- Mike Scott, The Times Picayune
“Playfully subversive... Rarely have I felt so absorbed.”- The Village Voice
“A brilliantly constructed film... a remarkable feat.” 5 Stars.- Mike Scott, The Times Picayune
“…the documentary sometimes blurs the same lines in and out of reality; there were moments where I questioned whether the entire documentary was false, if the ARG, already a fictional story, was fictional altogether and nonexistent outside the framework of the film. It was fascinating in the way even a recounting of the ARG causes a viral unbalance of reality.”- Film Threat
“A must for performance-art students, latent Situationists, punks, hippies, radicals, cultur-
al studies academics, the unconscionably bored, and any theater person who goes beyond
Sam Shepard.”- Portland Phoenix
“Hull, his colleagues, their characters and the participants are constantly engaged in ques-
tions of engagement — about being awake to mystery around you, about surrogate fami-
lies, about the clarifying eustress that solving a puzzle provides.”- dane101.com
“Using a combination of interviews and film footage from the creators of the game and
from participants, McCall puts together a well-spun story that takes viewers all the way
down the rabbit hole.”- Slug Magazine
“When a player says, without much irony, “Then the Sasquatch gave me the transcript,”you know you’re DEEP down the rabbit hole.”- Hollywoodchicago.com
“A must for performance-art students, latent Situationists, punks, hippies, radicals, cultur-
al studies academics, the unconscionably bored, and any theater person who goes beyond
Sam Shepard.”- Portland Phoenix
“Hull, his colleagues, their characters and the participants are constantly engaged in ques-
tions of engagement — about being awake to mystery around you, about surrogate fami-
lies, about the clarifying eustress that solving a puzzle provides.”- dane101.com
“Using a combination of interviews and film footage from the creators of the game and
from participants, McCall puts together a well-spun story that takes viewers all the way
down the rabbit hole.”- Slug Magazine
“When a player says, without much irony, “Then the Sasquatch gave me the transcript,”you know you’re DEEP down the rabbit hole.”- Hollywoodchicago.com
"Interested in the Jejune Institute? It's Too Late"- New York Times
"New Film Documents the Enigma of The Jejune Institute"- Wired Magazine
"San Francisco's Baffling Jejune Institute Gets A Documentary"- The Awl
Spencer McCall: Roaming San Francisco in Search of Elsewhere
Image from Flickr via roger4336.
The moment you hit play, fiction bleeds into reality. Signs shift and change; a man begins to wave out at you from the city streets.
Congratulations. You’ve officially been inducted into The Institute, a documentary film chronicling the three-year run of an alternate reality game in San Francisco. Conceptual artist Jeff Hull cloaked the game under the auspices of the “Jejune Institute,” a sham cult obsessed with transcendence of the ordinary. Those who called the Institute after being lured by its various advertisements found themselves listening to a cool female voice. “For all dark horses with the spirit to look up and see,” she announced, “a recondite spirit awaits.”
So what is an alternate reality game? It’s difficult to understand until you play, but the basic premise is straightforward enough: It’s an alternate means of navigating through reality, a playful, narrative-based way to transcend the mundane through urban scavenger hunts, special “missions,” and various mental and physical challenges. After drinking the metaphysical Kool-Aid, the punky inductees of this particular game—the Institute’s—would roam the streets of San Francisco in search of Elsewhere, a parallel plane of existence characterized by playful ethereality. But reaching Elsewhere meant going places most of these folks had never dreamed of, from urban spelunking through the city’s sewage system to engaging in “rigorous physical jamming”—i.e., Daft Punk-fueled dance parties with sasquatches—in an effort to stop an energy attack from another dimension. One inductee followed a set of taped instructions all the way to a battered bookstore (in The Mission?), in hopes of finding a text on interdimensional hopscotch.
Filmmaker Spencer McCall helped Hull document his zany project for several years. Throughout his film, he keeps a close lens on the action, guiding us through the strange inventions and allegations of cult activity that lent bite to the secret. He speaks to the bewildered San Franciscans that got swept up in the game. He probes deep into the darker side of the game, investigating its mysterious nonfictional motive and speaking with Organeil, the shadowy legend who wrapped himself deeper into the fold than anybody else.
Throughout it all, McCall purposefully leaves many of the mysteries intact, weaving us a yarn that’s as knotty and baffling as its subject. So we asked McCall to help us unravel it here.
—Susie Neilson for Guernica
Guernica: What’s the premise behind this Institute?
Spencer McCall: From the mid to the late ’90s, there have been these things called alternate reality games. Ninety-nine times out of 100, alternate reality games are a campaign to sell something, whether that’s a marketing ploy or a plan to sell Reese’s peanut butter cups. But for [artist] Jeff Hull—to this day I still don’t know where the money came from, the money’s always been the mystery to me. But I guess Jeff’s plan was to take this multimedia platform, this way of telling a story, and [use it] to commemorate an ex-girlfriend of his that went missing in the ’80s. He’s a street artist—he’s done a lot of graffiti and installations, weird, fringey stuff in the Bay Area. When he came into this mystery money, the way he approached it was—the inspiration was—this girl that went missing.
The film for me, at its core, is kind of like a love song, or love letters to this girl who went missing.
Everybody would say, “Hey, go to the 16th floor of this building in the Financial District. It’ll change your life.” But nobody would say anything else. You’d be like, what’s there, what happens?Guernica: How did you hear about this crazy phenomenon?
Spencer McCall: Around late 2008-2011, there were these whispers all over San Francisco. Where everybody would say, “Hey, go to the 16th floor of this building in the Financial District. It’ll change your life.” But nobody would say anything else. You’d be like, what’s there, what happens?
Then you’d go to the building, and you’d see the induction room…and you’d get sent on this crazy adventure.
The clandestine nature of the experience was so vital. People did a great job of keeping that alive but still spreading the word, that this was an experiential piece of art. So I guess I just heard about it through my friend Gordo.
At the time, I worked for a company that did dog cloning.
Guernica: Whoa. I didn’t know they could do that.
Spencer McCall: What—clone dogs? Yeah, it was the only company that did that in the world for a while. I did the media for it. I got to travel all the way around the world, filming the deliveries and the cloned puppies to the rich people who owned them. I was kind of the propaganda master, putting videos out to show that propaganda was good. [laughs]
Then it went out of business, I lost my job, and at the time I was just kinda bumming around, looking for video jobs. Ultimately my friend Gordo got me in touch with [the Institute.] Every 6 months I’d get an email saying, “Hey, can you do this video?” I got very limited information. After a few years of doing that, I had enough accumulated footage from them to get a picture of what this project sort of was.
There were numerous, numerous individuals who didn’t think about this in any kind of trivial manner. This was a serious manner, not to be trifled with, a battle between good and evil…nature and science.Guernica: Did you know Organeil (pronounced Organelle), the movie’s craziest character?
Spencer McCall: No, but people said that I should know him; he’s got a lot of perspective on the whole thing. And he really does, I used a very small fraction of what I interviewed him about. I got his whole life story—it was amazing. I don’t even know where to start with Organeil…all the things that toe the line between reality and fiction.
His life story is insane. He’s a runaway, he’s been visited by these interdimensional beings, he was born on Christmas so he’s got this grandeur complex, he considers himself Messianic. It’s really crazy. He was angered by my portrayal of him, because I didn’t include a lot of his philosophy…these pseudoscientific insane ramblings. He was hoping I’d get this manifesto out there, because he’s homebound. He hasn’t left home since July 2009.
Guernica: Were most of the other players eccentric?
Spencer McCall: Absolutely. The word I would use is unstable. There were numerous, numerous individuals who didn’t think about this in any kind of trivial manner. This was a serious manner, not to be trifled with, a battle between good and evil…nature and science. Ultimately, as hard as I tried to reach out to those people, the closest one I got to was Organeil. Close to 10,000 people participated in this, and out of those, probably about 100 were closer to delusional tendencies, off-kilter ideas…maybe that’s just reflective of this city and the counterculture, but there were definitely some spooky people involved.
Guernica: Who is Octavio Coleman Esq., the “villain” in the game?
Spencer McCall: An actor—a brilliant one. Arye Michael Bender. He’s got a rich history in the Bay Area. Any kind of game or story needs a good villain, someone to rally against. He helped turn the story into a bit of an opera. I think it’s something people needed.
Guernica: Yet there wasn’t a “bad guy gets killed” kind of resolution at the end of the film. Was there a purpose behind that irresolution?
Spencer McCall: Absolutely. That was definitely Jeff’s goal, to say, “Look, you can be triumphant without blowing up the bad guy, without making his guts explode.” For me, that’s always been frustrating, that the movie only ends when the bad guy gets killed. That this idea is constantly reinforced in our culture. I mean, life is so precious, so to not have the bad guy humiliated or killed at the end, but to say, “That’s not what it was about, I was giving you a motivation to go out and explore,” it was great.
That being said, a movie needs a greater resolution than an experimental art piece. So for the film, I needed an end…I needed to solve something. And to me, that was figuring out why Jeff did this. What he never admitted was that Eva, the girl he based this on, was real. The fact that that’s the catalyst is what I felt most fulfilling. That was enough for me.
Sometimes you need ambiguity to truly discover; sometimes you need mystery to solve a mystery.Guernica: It was interesting to me that you didn’t have any narration in the film. Was that on purpose?
Spencer McCall: Yeah. When I started working, I had every intention of using a narrator, and I have pages of voiceover that kind of hold your hand as you walk down the road of discovery. Then maybe halfway through the film, I analyzed what I was making, what the point of the film is, what the art project is, and I realized how detrimental [narration] would be to the film. I’d be doing such a disservice to what this project meant, which was about self-discovery. It was about being presented with media, and the situations of experience, and doing it on your own and learning about yourself as you explored. To have a narrator—to have someone telling me what these images mean—it would’ve killed any hope of continuation of that idea. Sometimes you need ambiguity to truly discover; sometimes you need mystery to solve a mystery. So it felt very contrived, to add voiceover.
I wanted to turn the film itself into a game. If you do enough Googling, you’ll get all the answers you want. But for me, it’s almost more fun not knowing everything. It’s almost a metaphor for life and existence in general. There’s so much we won’t know, being here and being sentient. That’s why we read books and movies, we like knowing there’s an answer in this world, but often we get these false platitudes from movies.
Guernica: What do the central ideas of the film—nonchalance and Elsewhere—mean to you?
Spencer McCall: Nonchalance is this idea that if you remain naïve to a lot of the problems in the world, at least, the more trivial problems—like heartbreak, or finance, or doing laundry—if you don’t let those sink into your body or mind, then you’re impenetrable to them.
So the idea that being naïve, having your head in the clouds, can make you impenetrable to pain and stress. People who are in the clouds often seem to be the most balanced, and happy. They’re rare, but we see them. Like the character in Harry Potter, Luna Lovegood. She’s very floaty, like a cloud—nothing can hurt her. However, in the film the concept of nonchalant is, you’re either going to be that way or you’re not. The idea was nonchalance is this natural concept, that it can either come to you or not.
So nonchalance is enlightenment. Elsewhere is…I don’t want to say heaven. It’s like the world that you live in if you’re a nonchalant. Elsewhere is this place of magic. It’s almost this unattainable thing. A lot of people had this idea of what Elsewhere was. It’s never fully fleshed out or explained simply because you had to have your own interpretation of it.
I’m gonna start making a film about someone who doesn’t know they’re in the film—and that’s all I’m gonna say at this point.Guernica: What are your plans for the future?
Spencer McCall: I’m in the early phase of my next feature. Things are busy right now with screenings and things. I’m so lucky, don’t get me wrong, it’s like trouble in paradise, but I want to get back into production on a feature. It’s going to be science fiction-y, and mystery.
Basically I’m gonna start making a film about someone who doesn’t know they’re in the film—and that’s all I’m gonna say at this point.
Guernica: Is that…legal?
Spencer McCall: [laughs] it will be. With this person, it will be.
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