P. 161
. . . aggressive acts of not identifying can play as active a role as identification in facilitating the transition from single to group . . .
. . . we could . . . argue that envy enables a strategic way of not identifying, which . . . preserves a critical agency whose loss is threatened by full-blown idealization . . .
P. 161-162
. . . a subject might envy and emulate not just as a safeguard against fully identifying . . . but precisely in order to convert her admiration into polemicism, qua critical force or agency. Envy's critical potential thus resides in its ability to highlight a refusal to idealize X, even an ability to attack its potential for idealization by transforming X into something nonsingular and replicable, while at the same time enabling acknowledgement of its culturally imposed desirability.
//
Wow, this was a lot. I don't know about the linkage of this to envy, exactly, but I am totally into this complex reading of imitation, identification, not as mere feelings, but as . . . hmm. "Strategies," perhaps.
Using envy and emulation of a thing to "attack its potential for idealization . . . while at the same time enabling acknowledgement of its culturally imposed desirability." Wowowow.
Also, there's no way I can avoid comparing this to emulators which transformed old videogames into things "nonsingular and replicable." When I chose to rerelease Cruel World for sale, I did the same thing for the April Fool's "Games that Shouldn't Be Games Jam 2021", turning my back on its singular and nonreplicable nature in favour of arguments against '[artificial] digital scarcity' in the wake of all the NFT stuff happening at the time.
Ngai's argument (through inversion? contraposition?) implies that singularness and nonreplicability increases a thing's "potential for idealization," which is clearly borne through by the clamor for NFTs. These both are aspects of the larger family of inaccessibility; if a thing is singular, it is not as broadly accessible; replication is a form of granting broader and more public access to the thing. As far as my arguments to myself go, I'm as uninterested in the designed scarcity of NFTs as I am uninterested in walls, gates, and locked doors in games which serve the same purpose: to, through contrived* inaccessibility, become a false ideal.
*From The Nature of Order, see: "Roughness can never be consciously or deliberately created. Then it is merely contrived. To make a thing live, its roughness must be the product of egolessness, the product of no will." Inaccessibility, like roughness, must "be the product of egolessness, the product of no will." That is, the product of almost unconsciously following the way.
. . . aggressive acts of not identifying can play as active a role as identification in facilitating the transition from single to group . . .
. . . we could . . . argue that envy enables a strategic way of not identifying, which . . . preserves a critical agency whose loss is threatened by full-blown idealization . . .
P. 161-162
. . . a subject might envy and emulate not just as a safeguard against fully identifying . . . but precisely in order to convert her admiration into polemicism, qua critical force or agency. Envy's critical potential thus resides in its ability to highlight a refusal to idealize X, even an ability to attack its potential for idealization by transforming X into something nonsingular and replicable, while at the same time enabling acknowledgement of its culturally imposed desirability.
//
Wow, this was a lot. I don't know about the linkage of this to envy, exactly, but I am totally into this complex reading of imitation, identification, not as mere feelings, but as . . . hmm. "Strategies," perhaps.
Using envy and emulation of a thing to "attack its potential for idealization . . . while at the same time enabling acknowledgement of its culturally imposed desirability." Wowowow.
Also, there's no way I can avoid comparing this to emulators which transformed old videogames into things "nonsingular and replicable." When I chose to rerelease Cruel World for sale, I did the same thing for the April Fool's "Games that Shouldn't Be Games Jam 2021", turning my back on its singular and nonreplicable nature in favour of arguments against '[artificial] digital scarcity' in the wake of all the NFT stuff happening at the time.
Ngai's argument (through inversion? contraposition?) implies that singularness and nonreplicability increases a thing's "potential for idealization," which is clearly borne through by the clamor for NFTs. These both are aspects of the larger family of inaccessibility; if a thing is singular, it is not as broadly accessible; replication is a form of granting broader and more public access to the thing. As far as my arguments to myself go, I'm as uninterested in the designed scarcity of NFTs as I am uninterested in walls, gates, and locked doors in games which serve the same purpose: to, through contrived* inaccessibility, become a false ideal.
*From The Nature of Order, see: "Roughness can never be consciously or deliberately created. Then it is merely contrived. To make a thing live, its roughness must be the product of egolessness, the product of no will." Inaccessibility, like roughness, must "be the product of egolessness, the product of no will." That is, the product of almost unconsciously following the way.