Hand-wavy science fiction is the best science fiction

Consider this, found on a pink sheet from Robin Sloan’s Risograph:

As part of the process, my mother had answered thousands of questions basic and surreal, and also submitted to a full-body scan at a university three hundred miles south, the results of which—petabytes worth—had been transmitted to the lab near Toronto. That data wasn’t uploaded into the tree, exactly; but it wasn’t NOT uploaded into the tree, either.

He could have come up with some Star Trek-style gobbledygook about how the tree fibers were reengineered to bend like neurons through the use of an experimental Organic-Structural Mirror Ray—but why? The best science fiction is focused on people, not (fake) science.

See also: “Something like a HELICOPTER”

The mimetic power of digital fiction

One of the opportunities of digital fiction is to mimic a format or context as a way of implicitly commenting on it. This is one of powers of using software to tell stories, apart from the more obvious affordances of branching plots, embedded video, etc.: it can imitate other software in a way that goes a step beyond a paper book’s ability to recreate a text message thread or PowerPoint deck. It’s the mimetic power of film, brought into the service of literature.

Un/tied (which is actually memoir rather than fiction) does this particularly well. Especially that initial choice on the homepage—an e-commerce sight so common that it’s easy to forget about, but that silently signals theme in the same way as the first shot of a well-made movie.

Notes on The Training Commission

The Training Commission” is “a serial fiction newsletter by Brendan Byrne and Ingrid Burrington.” A little over 18,000 words in total, plus interviews (about which more below).

The writing

Good writing, good concept. Concepts, really—there are phrases scattered within that could be their own novellas.

Science fiction often entails gesturing toward an event or idea without filling in every little detail, making the reader work a little bit to catch up. Byrne and Burrington do a lot of this, dropping evocative phrases, sometimes elaborating on them later, sometimes not.

They also treat the climax this way: There is a major yes/no decision that is elided, seen only in retrospect. I liked it.

The presentation

I received it in my email inbox, serialized over several weeks. Having it serialized over email is cool in theory but I found it frustrating in practice—mixing my fiction into my metastasizing list of requests and anxieties didn’t make for a focused experience. I suggest reading it on the website.

One danger of doing technically interesting things in the presentation of a story is that you’ll lose the reader. The authors state as much in an introductory email:

As “fun” as it would have been to turn this into an elaborate puzzle where you have to piece together narrative hints to open encrypted files, we know that many of you are busy people who probably have just enough time for a newsletter but not for like, an alternate reality game. (Also, we are not game designers.)

That being said: we are doing something kind of tricky with disseminating the files.

Even that small tricky thing was enough to interrupt me. It involved downloading a special browser that allows peer-to-peer browsing, which in itself is not difficult, but I could only run it on my laptop, so I lost the ability to read the story on my phone during my commute. I finished the story a couple weeks after the final email was sent because that’s how long it took for me to find an uninterrupted stretch of time to sit at my computer.

The interviews

Central to the plot are some documents that turn out to be interview transcripts, and those are real interviews conducted with real people by Ingrid Burrington. The fiction links to these documents, as well as to a real news article, in a way that plays with the concept of a piece of fiction as a bounded work. It is both a way of expanding the fictional universe and of citing one’s sources.

 

How not to say something

From “The Dinner Party” by Joshua Ferris:

On occasion, the two women went to lunch and she came home offended by some pettiness. And he would say, “Why do this to yourself?” He wanted to keep her from being hurt. He also wanted his wife and her friend to drift apart so that he never had to sit through another dinner party with the friend and her husband. But after a few months the rift would inevitably heal and the friendship return to good standing. He couldn’t blame her. They went back a long way and you get only so many old friends.

He leaped four hours ahead of himself. He ruminated on the evening in future retrospect and recalled every gesture, every word. He walked back to the kitchen and stood with a new drink in front of the fridge, out of the way. “I can’t do it,” he said.

Did you catch that? A new drink. Ferris could have had another paragraph or two there, with beautiful and clever language explaining that our narrator had started drinking two hours ago, was on his third, and liked to pair his dry reds with cutting loquaciousness. Continue reading “How not to say something”

Is “Proposal for a book to be adapted into a movie starring Dwayne The Rock Johnson” electronic literature?

In describing electronic literature I’ve sometimes used the definition “stories that you can’t print out.” Robin Sloan’s “Proposal for a book to be adapted into a movie starring Dwayne The Rock Johnson” has me reconsidering that.

The story takes the form of an email. More specifically, a printed email: Rather than the scroll bar and cacophonous collection of buttons that would signify an email program, we get a series of 8.5×11″ sheets. But despite mimicking paper, the story is very much of the digital world. It would not work nearly as well as a finely printed book. The date in the header of each page and the URL in the footer function as mise en scène, whereas in a book they would be so out of place as to be confusing and distracting. And the typographic details, like having two hyphens for an em dash, would seem like inattention to detail instead of part of the tone. In a carefully crafted book object, sloppiness is sloppiness; in a simulacrum of an email, sloppiness is verisimilitude. Continue reading “Is “Proposal for a book to be adapted into a movie starring Dwayne The Rock Johnson” electronic literature?”

Player as actor in Kentucky Route Zero

Kentucky Route Zero is a videogame by Cardboard Computer (Jake Elliott, Tamas Kemenczy, and Ben Babbitt). It’s the most interesting thing I have played (or read or watched) in a while. What I’m jotting down here has mostly to do with the question of player agency vs. authorial control, but that’s just one facet of a game where every corner has been carefully crafted. I’ve included a bunch of links at the bottom for those who want a rabbit hole to follow. Continue reading “Player as actor in Kentucky Route Zero”

Notes on The Pickle Index

The Pickle Index is a story app by Eli Horowitz and Russell Quinn with art by Ian Huebert:

In a glum nation ruled by a stylish dictator, all citizens are required by law to participate in the Pickle Index, a fermentation-based recipe exchange. From within this network, an incompetent circus attempts an unlikely uprising.

Thrills, chills, spills, & dills!

The writing combines George Saunders-style bureaucratic verbosity with some Tom Robbins absurd flair. You can get it in print, too, but you’d be missing some groundbreaking experiments in using software to tell a story. Continue reading “Notes on The Pickle Index”

The return of the scroll

Phallaina is “the first scrolling graphic novel,” and it is fun. Instead of turning pages, you just scroll from left to right. Breaking free of the confines of the codex means there is no need to divide the illustrations into panels. Take a look at this example, where one plane serves first as the floor but then also as a door perpendicular to that same floor:

phallaina

There are dozens of thoughtful, playful moments like that, all enabled by the scroll.

This is the sort of thing that is both exciting and difficult to think about in relation to a future generation of ebooks. Sometimes, as you can in most ebook readers now, you want to give people the option to switch between pagination and scrolling. But sometimes, as evidenced by Phallaina, scrolling is essential to the experience. Other times text and illustrations will have been carefully crafted to sit together within the rectangle of a page, and in that case not only must you force pagination, you can’t allow the text to reflow for different screen sizes. How do you accommodate all those variables—scroll vs. page, optional vs. forced, formless vs. definite? One of the under-appreciated virtues of paper is the number of decisions that are made for you.

Notes on Her Story

Her Story by Sam Barlow is an interesting, enjoyable experiment. Its website describes it as “non-linear” storytelling, but I think a more accurate description would be “random-access” storytelling.

You find yourself in front of a computer screen in which you type in keywords to search for video clips from a series of police interviews with…well, part of your job is figuring out who.

Like Gone Home, you control the plotting but not the story (the syuzhet but not the fabula, for you formalists out there). Like CLOUDS, the database at the heart is exposed and central. Like PRY, you are given an indication of how much of the material you have uncovered. The mechanic feels a little like what I described in my Kuleshov 2.0 thought experiment, except the story itself doesn’t change depending on the order in which you watch the clips; it’s the draft in your head that is changing, mutating with each new piece of information to better align itself with the story slowly being uncovered.

Part of its charm is that in scale and quirkiness it feels like the work of one person, and it largely was. I had fun reading about the tools Sam Barlow used to put it together: a couple VCRs to degrade the video footage, a $100 audio recorder supplemented with a free sound effect library, a MacBook Air that I picture slowly but surely chugging through its Final Cut and Unity renders.

Barlow must have had help recording the actual video interviews, and the success of the whole thing hinges on the performance of the actor, Viva Seifert. Other than that, the development of this game is as close to a writerly experience as I have ever heard of for a visual (non-text) game.