Author Archives: sebastian mary

on writing less

Je n’ai fait celle-ci plus longue que parceque je n’ai pas eu le loisir de la faire plus courte.” Pascal, Lettres provinciales, 16, Dec.14,1656.
pick me up cow
I used to co-edit Pick Me Up, a cult London digital newsletter. After some years perfecting the flamboyant and self-congratulatory prose style that wins points as an Oxford undergrad, it was a whole new aesthetic. Minimal design, lots of white space. Keep the language plain, tell the story in simple words. We’d pass articles back and forth, ruthlessly prune one anothers’ words for anything too flash. I quickly stopped being precious about ‘my’ words: the aim was to make the language invisible.
Here’s my favorite ever Pick Me Up story.
Back then (we went our separate ways around 2 years ago), we were just-underground: our stories regularly hijacked by broadsheets and advertising campaigns. But since then the writing register I learned there has proliferated. It’s become the hip corporate copywriting style: Howies, Innocent Smoothies, any Web2.0 startup’s ‘About Us’ page.
Looking back, my involvement with Pick Me Up was the point where I started to think hard about the unique qualities of writing for the Web. But while plain language has become the bedrock of corporate communications, especially online, the ‘literary’ register resists its incursions. Wordsworth’s efforts notwithstanding, short sentences, plain language, and simple structure signify simple-mindedness. Discussing Japanese mobile phone fiction, Jane Sullivan writes in The Age

What’s the downside? Quality control, apparently. So far the mobile phone format has meant that the style of writing is generally unadventurous -? short, simple sentences, lots of dialogue, pauses to indicate thought -? and the stories themselves are hackneyed tales of romance.

I think it was Nietzsche who said that difficulty is often mistaken for greatness in a writer, because readers mistake their own pride at deciphering a text for an inherent profundity within it. Never mind that Pascal’s bon mot has been attributed to writers as long-gone and canonical as Cicero; forget brevity being the soul of wit; simplicity indicates poor quality.
Similarly. It’s become an article of faith in web design that any content below the fold (ie requiring a visitor to scroll down) will attract dramatically fewer viewings; this reflects a well-founded pragmatism oriented toward the need to hook a reader straight away. But few of the ‘literary’ webspaces I’ve come across in my research over the last few months pay much attention to this principle. I’ve lost count of the number of blog ‘novels’ I’ve come across, glanced through, bookmarked with every intention of returning for a closer read, and then forgotten. Part of the problem, again and again, is that I’m confronted with thousands of words of Arial ten-point and a scroll bar – along with the long sentences, elaborate structures and rich vocabulary that for many are the marker of literary quality. The net result is that these literary webspaces field a prose style and layout that – while it might make perfectly decent print reading – provides a sucky user experience.
My literacy credentials are more than respectable. I’m happy plowing my way through thorny texts – in the right form. But with billions of pages on the Web clamoring for attention, I get irritated with those that insist, however noble and literary their intentions, on making that most basic online error of loading too much text into one place. While the idea of savoring a sprawling, muscular Jamesian sentence in the wifi-free zone of the subway delights me, the idea of being asked to do so online fills me with horror.
Whatever you may think of the actual story, the first episode in Pengin’s WeTellStories experiment, The 21 Steps, suggests a growing recognition of the need to adapt storytelling modes online. It’s a decent balance of Web-native visualization and textual storytelling. The reader doesn’t have to deal with more than 20 or so words per click, 40-50 per ‘chapter’. The whole thing takes 5-10 minutes to read. This, in my view, is about where Web storytelling needs to be pitched.
Penguin’s production is an all-singing, all-dancing multimedia experince produced by an ARG studio. But simpler, text-based offerings are if anything more subject to the brutal need to edit for the Web reader’s attention span. Dickens’ chapter length was constrained in many cases by magazine serialization; now that DailyLit.com delivers daily bite-sized email or RSS doses of books to subscribers, will this affect the way future storytellers shape their work?
There is no disputing the fact that the Web is not the most comfortable medium for long-form reading (see Ian Bogost’s cracking article, and the ensuing discussion, for more on this). And the social media boom is spearheading a change in written language toward a simpler, plainer, more demotic register. So does this mean we are – over two centuries after Wordsworth’s Lyrical Ballads proposed a new literature embracing ‘the language of ordinary men’ – finally abandoning the privileging of prosiness as a marker of cultural quality? How does this square with the equation, so often taken for granted, between long-form writing and cultural virtue? Does it signify a cultural decline? Or is this just another kind of literacy, a new register for the emerging high priests of our evolving discourse to master and manipulate?
Either way, it’s hard to escape the fact that today we read, online, across multiple platforms including but not limited to a textual one. And yet, like a filmmaker grimly trying to observe the Aristotelian unities, many writers obstinately struggle to popularize material on the Web that is profoundly unsuited to being read there. I look forward to seeing more storytellers who embrace not only good writing but also the basic principles of good Web design – especially the one about not writing too much.
As a final note: I’m aware of the irony of my having just written a thousand words on brevity. My posts at if:book are the sole exception I make to general Web writing rule of 3 short paragraphs maximum; I have mixed feelings about making the exception. But for the sake of keeping it to a thousand I’ll save that discussion for another time.

the big book of TED

BIGVIZ TED book
At TED 2008, visual cartographers David Sibbet and Kevin Richards produced over 700 spontaneous sketches of the keynote presenters’ ideas, using Autodesk visualization tools. These sketches have now been turned into The BIGVIZ, a downloadable 200-page interactive ebook.
Parts of it are rather gnomic without reference to the talks that inspired them; but it’s a fascinating glimpse into the way ideas mutate as they are filtered through different forms.

this is a game. no really, it is

looking for headless
This morning, I received an envelope through the post. It contained two chapters of a pulp murder mystery, along with an invitation to a private gathering with the same title as the booklets: Looking For Headless. The gathering will take place in an anonymous City of London complex of rooms for hire by the hour.
It feels like the rabbit hole for a promising ARG. The accompanying letter describes how Georges Bataille formed a secret society, Acéphale, in 1938. Now, in 2008, two Swedish artists have discovered a Bahamas-based offshore company named Headless, which they have been investigating for the last year. At the meeting, I presume, I and the other invitees (whoever they are) will learn more.
A key characteristic of an ARG is the convention ‘This Is Not A Game’. Puppetmasters work to sustain the illusion that the game’s elements are part of the ‘real’ world – that’s a real person who emailed you, this is a real corporate website. Though players know the game is a game, there’s stil a thrill at the edges: should I phone that company, is it in-game, will I just get some confused receptionist? What’s real, who is complicit? But here the program is running backwards. Headless is, in fact, real. Owned by the Sovereign Trust Gibraltar. Little other information is available. Goldin+Senneby, the artist duo behind the project, state that they are interested in business as fiction, and in acts of withdrawal perpetrated through corporate structures.
ARG-like, the edge is ambiguous. The art-world jargon the artists use to discuss the project feels – perhaps deliberately – like yet another act of withdrawal. The two chapters of ‘Looking for Headless’ I received contain real transcripts of real detective reports, use the real names of real people, are authored by a real person – John Barlow . Though he has never met the people who commissioned him to work on this project, Barlow has scripted himself into the story. But parts of it are pure fiction. Reading the first two chapters of Looking for Headless is unnerving: which parts of this happened, and which did Barlow invent? In a story about the shadowy realm of offshore tax management, it is hard to be certain. Have the meeting’s invitees, as – it is implied – the reincarnation of Acéphale – Headless – been incorporated into a game, an art project, a work of fiction, or something altogether more sinister?
Today, Barlow left for Nassau, Bahamas to continue his investigation of Headless. He’ll be blogging his experiences here. It is not clear whether he will be blogging factual accounts, or embroidered ones. Or if, caught between pervasive, digitally-mediated self-narration and an emerging sphere of digital storytelling whose core insistence is that a game is not a game, we have lost the ability to tell the difference.

first of penguin’s interactive fictions up

Ben posted a few weeks back about an intriguing new interactive project in the pipeline from Penguin. WeTellStories, produced for Penguin by ARG studio SixToStart is now out in the open. Comprising six stories based on Penguin Classics, released one a week for the next six weeks, WeTellStories aims to create born-digital riffs on classic books.
I played through (‘read’ doesn’t quite describe it) the first of these earlier today: The 21 Steps by Charles Cumming, based on Buchan’s classic thriller The Thirty-Nine Steps. The 21 Steps is told through narrative bubbles that pop up as the story picks its way across a Google Earth-like satellite map, and describes the experience of a man suddenly caught up in sinister events that he can’t seem to escape.
Penguin WeTellStories screengrab
Overall the experience works. The writing is spare enough to keep the pacing high, vital when the other umpteen billion pages I could possibly be surfing are all clamoring for my attention. The dot moving across the map creates a sense of movement forward (as well as some frustration as it crawls between narrative points), and the Google Earth styling is familiar enough as a reading environment for me to focus on enjoying the story rather than diverting too much energy to decoding peripheral material. The interface is simple and tactile in ways that advance the story without distracting from its development, either by offering diverging routes through it or overloading the central ‘chase’ narrative with multimedia clutter. And the satnav pictures add a pleasurable feeling of recognition (‘Look! There’s my house!’) to offset an essentially far-fetched story.
For a single-visit online story experience, it was nearly too long: I found myself checking how many instalments I still had to get through. The ending was somewhat anticlimactic. And though WeTellStories has been rumored to have ARG elements, and is produced by an ARG studio, I did a hunt around for potential ARG-style ‘further reading’ rabbit holes and found nothing. So either it’s too subtle for a journeywoman ARG fan like me, or the overarching ‘game’ element really is just the invitation to follow all six stories and then answer some questions to win a prize.
If so, I’ll be disappointed. But it’s early days still, and there may be more up SixToStart’s sleeve than I’ve seen so far. It’s encouraging to see ‘traditional’ publishers exploring inventive ways of riffing on their swollen backlists’ cachet and immeasurably rich narrative wealth. And The 21 Steps comes closer than most ‘authored’ digital fictions I’ve encountered to achieving some harmony between narrative and delivery mechanism. So though I’m being nitpicky, the project so far hints at the possiblity that we’re beginning to see online creative work that’s finding ways of marrying the Web’s fragmented, kinetic megalomania with the discipline needed for a gripping story.

in search of jenny everywhere

It’s mainly the literary world that assumes fictional work to be best when the creation of only one person. Most TV shows, movies, games and comics are created by teams. But though creativity here is not bound by the Romantic conception of the individual Artist, neither is it free for all. Fan fiction notwithstanding, as the property of publisher, broadcast company or studio, fictional universes are strictly controlled.
In the comics world, there are a handful of characters that could be described as explicitly ‘open-source’. Mythic characters are no-one’s property. Michael Moorcock’s Jerry Cornelius was created with the intention that he be available for use as an open character. And Octobriana, a kind of socialist Barbarella, is Communist in both origin and legal status. Allegedly – though the story is somewhat murky – the creation of a 1960s Soviet underground group, her genesis outside Western comics publishing has meant that Octobriana has always existed in the public domain, and she has appeared in numerous different universes.

Inspired partly by Octobriana, in 2001 Barbelith founder and Web commentator Tom Coates and comic artist Steven Wintle led a community discussion about open-source narrative figures. As a result of these discussions, the group decided to create their own: in discussions over the next few months, Jenny Everywhere, aka ‘The Shifter’ was born.


Wintle’s original sketch for Jenny (Source: The Shifter Archive)

Jenny has certain core characteristics. She is a multidimensional person able to appear anywhere, in any universe, at any time. She can be in more than one place at a time. Her favorite food is toast, she wears goggles on her forehead, she is usually depicted with short dark hair and comfortable clothing. (The discussion threads where these characteristics were agreed make intriguing reading). But though she as some distinguishing features, she is explicitly available for any artist to use, providing the following text (first associated with Jenny in 2002) appears alongside:
The character of Jenny Everywhere is available for use by anyone, with only one condition. This paragraph must be included in any publication involving Jenny Everywhere, in order that others may use this property as they wish. All rights reversed.
I wasn’t part of Jenny’s genesis. I came across her only recently, while hunting for something else, and was fascinated. An explicitly open-source character: neither a proprietary figure repurposed on the fringes of legality by fan communities, nor a mythic and hence uncopyrightable figure, nor one whose copyright has simply lapsed, but a set of narrative opportunities co-created and available for everyone to use. As much a political gesture as an artistic framework. I wanted evidence that she’d grown beyond that initial idea.
A bit of Web archaeology turned up a cluster of excitement and creative activity between 2001 and 2003 centering on the Barbelith community. She made appearances in numerous webcomics, turned up on blogs, popped up on Boing Boing. But then it all went quiet again.
I’d had hopes that Jenny might be, as the NYT article suggested, a herald of cultures to come. And there’s nothing more dispiriting than to read past predictions for phenomena that never came to be. But websites become flavor of the month so swiftly, and fade just as swiftly: it seemed that Jenny Everywhere just a transient moment in the hyperaccelerated maelstrom of geek subcultures.
But it seems I was wrong. Jenny is making a comeback. A 2007 Jenny competition on Stripfight saw a rash of new appearances; around the same time The Shifter Archive was launched, a new attempt by US comic artist David ‘Fesworks’ Leyk (to whom I’m hugely indebted for the information in this article) to collate and make available all extant Jenny Everywhere work. And new comics are beginning to appear.

A common pattern of relatively self-organizing co-creation sees a notionally ‘flat’ structure in fact driven by a self-selecting ‘core’ that gives the whole collective focus and drives creative energy. When this core steps back, the entire project often falters. I’ve found myself speculating: did Jenny’s initial core creators find their open-source character, unprotected by the corporate interests of a publisher or distributor, mutating to a point where she ceased to interest them? Or was it just a case of people moving on to new projects?
Either way, it points to the fact that for an open-source idea to reproduce, it must be able to outgrow its pioneers. After the initial enthusiasm died down, Jenny is still going strong: not harbored and protected by a close group in the bosom of a web community, but at large and self-reproducing. As ‘Fesworks’ puts it:
“There is no “official” site for Jenny Everywhere. Since she is Public Domain, and open-source […], technically every single Jenny Everywhere comic and story out there is “Fan Fiction”. They only connect to other people’s stories and comic if they choose to connect them.”

Jenny is a tantalizing glimpse of how collaborative, open creativity can be accelerated by the Web. Compared to her print prototype Octobriana, her spread in just seven years is phenomenal. But she raises many questions. For one thing, it is hard to see how a character not possessing quantum superpowers could survive the narrative vicissitudes of starring in the creations of multiple writers without disintegrating to meaninglessness – which in turn may mean that Jenny is a one-off. Then, her genesis and (still short) history is an intriguing case study of the difficulties of balancing creative vision with open collaboration – a problem, arguably, that also faced the Million Penguins wiki-novel and is at the core of the complicated relationship between artists and the Web.
And finally, it’s also about archiving, the fragility of Web history and – Wayback Machine notwithstanding – the rapid decay of old digital artefacts. 2003 is not a long time ago, but many of the old Jenny links are broken. Without the efforts of ‘Fes’, Jenny might be little more than a memory by now. Does any of this matter? If the Web is to become a meaningful locus for creative work, then these are indeed questions to take seriously.

more compelling than choice

The first two major ARGs to play out, The Beast and ilovebees, surprised their creators: the collective intelligence of thousands of players was taking down in hours puzzles that the puppetmasters had expected the community to wrestle with for days. And in order for the game not to go stale, new challenges – sometimes created on the fly – had to keep coming. If the content fizzled out, or the puzzles were too easy, the players would become restless and lose interest.
I was reminded of this by the recent discussion on this blog about hypertext. ‘Boring’ is such a loaded word; and yet so much of the Web feels, to me, deeply boring. Even the interesting stuff. Internet addiction is all about clicking across link after link, page after page of content, unable to tear oneself away but still strangely bored. Faced with infinite places to go, all content becomes undifferentiated; lacking in narrative; boring. Much like the paralysis consumers face when confronted with 15 near-identical types of pesto, choice of content made as easy as a click here or there reduces it all to a blur.
I found myself pondering easy choice, supermarket paralysis and internet addiction in the context of the exciting promise and strange underwhelmingness of much hyperfiction. Then, yesterday, interactive game creator and SixToStart ARG writer James Wallis said something that flipped the light on. “Writing for interactive is different to print writing,” he said. But this isn’t in the way someone habituated to storytelling on paper might expect. For such, ‘interactive’ might suggest an exciting opportunity to cast off the formal shackles of one-page-after-the-next. (Certainly, when I first came across HTTP, that’s what it seemed to promise me). “When you think of interactive, you think of the Garden of Forking Paths, non-linear narrative and so on. But if you want people to stay interested, that doesn’t work at all.”
Instead, he says, writing for interactive takes a more or less linear narrative, and makes the reader/user/player work it. In an ARG, a crucial piece of information might be hidden behind a login that needs to be hacked; the story’s progression might depend on a puzzle being solved to reveal a code. The payoff of interactivity, the thing that gives the story a hook that it couldn’t get otherwise, is less about ‘choice’ or a pleasure of diverging from linear narrative, than a sense of active contribution to the progression of that narrative. Of course, because an ARG plays out in real time, players may solve things ‘too’ quickly or take the story in a new direction – then, to avoid shattering the ‘This Is Not A Game’ illusion the puppetmasters must create new content to reflect that divergence.
Earlier, in a comment on the hypertext discussion, I found myself pondering emotional involvement – as measured by whether a story can move you to tears – in the context of interactive narrative. Games that eschew development of ‘characters’ in favor of making you, the central protagonist, the ‘character’ that develops. Tearjerking moments in 1983 text-based adventure games. How does a character or situation creep up on us so that we care enough to be sad when they’re gone?
Perhaps it’s easier to let this happen when you’re being swept along by a movie, or barely noticing as you turn page after page. I can’t prove this, but it feels as though having to make empty, consequence-free choices about where a narrative goes next pulls me back from imaginative involvement to a more meta-level, strategic, structural kind of thinking, that’s inimical to emotional absorption. It’s a bit like something pulling me back from an exciting moment in my book and inviting me to contemplate the paper. Forcing me to choose between narrative possibilities, when that choice has (as in the supermarket, faced with the rows of pesto choices) no consequences, and implying too – as the supermarket does – that choice were in itself a positive addition to my experience, in fact undermines my ability to relax into that experience. Compare that to a hidden group of puppetmasters evolving a narrative on the fly to fit around an amorphous, self-organizing group of players, going to extraordinary lengths to avoid rupturing the story’s consistency, and you can see that here are radically different kinds of ‘interactive’.
Making you work for the next chunk of story, or making you the central protagonist. If these are two narrative tools that demonstrably help make stories work in a digital space, are there more? And are they perceived as markers for quality interactive fiction? Or are game-like narratives still considered somehow a ‘lower’ art form, nerdy and plebeian, unsuitable for ‘serious’ writing or consideration as powerful narrative? I would welcome any evidence to the contrary.

friday musings on the literary

Faber chief executive Stephen Page’s article in yesterday’s Guardian outlines some straightforward ways of taking advantage of social media, on-demand business models and so on in the interests of sustaining Faber into the 21st century. Push out content that brings people back to your core product; build communities; leverage print on demand. All fairly basic stuff.
But the comments are intriguing. Granted, Comment Is Free for some reason attracts exceptionally bellicose commenters; but even so the juxtaposition of Faber, a bastion of traditional highbrow literature, with its associations of TS Eliot and the ‘aristocracy of culture’, with the digital space, has prompted howls of derision entirely out of proportion to the relatively moderate statements in Page’s piece.
The idea of using the Web – which, notwithstanding its roots in the military, has a strong bottom-up ideology – to further good old-fashioned ‘high culture’ is horrifying to one commenter: “Why must *YOU* be the one to create that additional content, when heretofore that content has been (relatively) independently produced? Because you need to control opinion and dictate what the reading public is told about?”. To another, Page’s attempts to harness the Web for old-fashioned publishing is doomed, because the internet’s culture of sharing – via Project Gutenberg and elsewhere – will eventually mean that all books are free.
It seems as though the great commenting public wants it all ways. Faber is an intellectually-snobbish establishment and must give way before the bottom-up populism of digital content. Publishing should keep its grubby corporate hands off the purity of the internet’s gift economy. Serious books are found only in independent booksellers. ‘Serious writers’ use the Web nowadays. The print book is doomed anyway. The print book will always exist. And so on.
What strikes me is that all these points are being muddled and thrown at the same article – often with little discernible reference to the thrust of the piece – because ‘quality writing’ is a cultural space where different kinds of internet use overlap. The Web is both a means of publishing content, and also a means of promoting content published in other media. But in the discourse of books and the internet the two are often talked about in the same breath, connected – or separated – by debates about quality, democracy and so on.
Page laments about the rise of the mass market, and the burying of ‘serious’ writing ‘under a pile of celebrity biography, cookery and misery memoir’. But the ideology of ‘the literary’ – gestured at in Page’s resolutely highbrow stance – is firmly connected to the tradition of print. Page does not envision a culture mediated solely through the Web, but rather a avision of ‘global communities’ finding niche interests and sourcing the books that nourish them, cheating the mass market of its final victory over ‘serious’ culture:

I am not an advocate of the life led online, but as broadband reaches all generations, genders and income brackets, so this will develop usefully. It won’t be all of life but it must be a place where niche interests can develop, robbing the mass market of a portion of its control. Literature can thrive in these places.
So publishers must harness the great power of online networks through enriching reader experience. We must provide content that can be searched and browsed, and create extra materials – interviews, podcasts and the like. We mustn’t be afraid of inviting readers to be involved. Beyond online retailing, publishers can now build powerful online places to showcase their books through their own and others’ websites and build communities around their own areas of particular interest and do so with writers.

‘Literature’ here evokes a well-rooted (if not always clearly-defined) ideology. When I say ‘literary’ I mean things fitting a loose cluster of – sometimes self-contradictory – ideas including, but not limited to:
the importance of traceable authorship
the value of ‘proper’ language
the idea that some kinds of writing are better than others
that some kinds of publishing are better than others
that there is a hierarchy of literary quality
And so on. If examined too closely, these ideas tend to complicate and undermine one another, always just beyond the grasp. But they endure. And they remain close to the core of why many people write. Write, as an intransitive verb (Barthes), because another component of the ideology of ‘literary’ is that it’s a broadcast-only model. If you don’t believe me, check out any writers’ community and see how much keener would-be Authors are to post their own work than to critique or review that of others. ‘Literary’ works talk to one another, across generations, but authors talk to readers and readers don’t – or at least have never been expected – to talk back. (Feel free, by the way, to roll your own version of this nexus, or to disagree with mine. One of the reasons it’s so pervasive as a set of ideas is because it’s so damn slippery.)
Recently, in our Arts Council research, Chris and I have interviewed writers, magazines, publishers and proponents of countless other types of literary activity. And it’s clear that the writerly world uses the Web in two distinct ways. Firstly, it is – as Page’s article describes – an effective way of promoting or streamlining literary activity that is not intrinsically digital. A good example might be the way in which online zines function as a front-line filter for new writing – as it were the widest-mesh filter for literary quality – and for many is often the first taste of publishing.
People use the Web to share work, peer-review their writing, promote activities, sell books and find others with the same interests. But this activity happens almost always with reference to the ideology of the literary – in particular, to the aspirational associations of broadcast-only, hard-copy-printed, selected-and-paid-for-and-edited-by-someone-else-and-hopefully-bought-and-read-by-the-public publication. For those submitting to such magazines, the hope is that they will move up the literary food chain, get published in better known journals, and perhaps – the holy grail – finally after decades of grim and impecunious slogging, be anthologized by Faber.
But while the majority of ‘literary’ activity online is of this sort, defined always implicitly in relation to the painful journey towards selection for the ultimate validation of print publication, the vast majority of writing online is not. For starters, most of it doesn’t self-identify as ‘creative’: it’s informational, discursive, conversational and ephemeral. Then the Web encourages collaborative writing, interrogating the idea of individual voice. Fan fiction, with its lack of interest in ‘originality’, peer-to-peer social structures and cheerfully hedonic attitude interrogates the idea of ‘originality’. Collaborative writing technologies interrogate the idea of authorship; 1337 interrogates ‘proper’ writing. I have yet to find a collaborative writing platform (try Protagonize, 1000000monkeys or ficlets if you like) that’s produced a story I want to reread for its own sake. Ben has written recently on how ‘boring’ he finds hypertext. The skittish and innovation-hungry blogosphere, while increasingly a source of books is not in terms of the output most natural to it ‘literary’ in any sense that bears any relation to tradition of such. And when stories are told in a form that makes best use of the internet’s boundless, unreliable, multi-platform qualities – think of an alternate reality game – this bears little resemblance to anything that could be assessed in such terms either.
I’m aware that all this could easily be read either as a dismissal of the cultural value of the Web, or else as a call to the world of literature to get back in its box. But I mean neither of those things. What I do want to suggest, though, is that it’s not enough to murmur soothingly about how Web is a young form, and that it’ll take a while for ‘great writers’ to emerge. Rather, it strikes me that the ideology of ‘the literary’ – including that of ‘great writers’ – is profoundly bound to the physical form of books, and to pretend otherwise is to misunderstand the Web.
Obviously plenty of print books have no literary value. But the ideology of ‘literary’ is inseparable from print. Authorship is necessary and value-laden at least partly because with no authorship there’s no copyright, and no-one gets paid. The novel packs a massive cultural punch – but arguably 60,000 words just happens to make a book that is long enough to sell for a decent price but short enough to turn out reasonably cheaply. Challenge authorship, remove formal constraints – or create new ones: as O’Reilly’s guides to creating appealing web content will tell you, your online readership is more likely to lose interest if asked to scroll below the fold. Will the forms stay the same? My money says they won’t. And hence much of what’s reified as ‘literary’, online, ceases to carry much weight.
So net-savvy proponents of ‘literary’ stuff aren’t trying to use the Web as a delivery mechanism. Why would you, when there are so many other things it’s useful for? Tom Chivers, live poetry promoter and organizer of the London Word Festival, estimates that he spends a third to half of his time as a promoter on online community-building activities. But the ‘literary’ stuff that he’s organizing happens elsewhere; his online activity is vital to promoting his work, but is not the work itself. Similarly, I spent a fascinating hour or so this afternoon talking to Joe Dunthorne, who told me that he was spurred to complete his novel Submarine by the enthusiastic popular response that first drafts of the initial material generated on writers’ community ABCTales – an intriguingly twenty-first century way to find the validation you need to push your writing career forward. Tom and Joe are both in their twenties, passionate about writing and confidently net-native. Both use the Web in a way that supports their literary interests. But neither sees the Web as a suitable format for ‘final’ publication.
This isn’t to suggest that there’s no room for ‘the literary’ online. Finding new writers; building a community to peer-review drafts; promoting work; pushing out content to draw people back to a publisher’s site to buy books. All these make sense, and present huge opportunities for savvy players. But – and here I realise that this all may be just a (rather lengthy) footnote to Ben’s recent piece on Hypertextopia – to attempt to transplant the ideology of the literary onto the Web will fail unless it is done with reference to the print culture that produced it. Otherwise the work will, by literary standards, be judged second-rate, while by geek standards it’ll seem top-down, limited and static. Or just boring.
I’ll be interested to see how Faber approaches online community-building. Done well, here’s no reason why it shouldn’t help shift books. But while it might help shift books, or be used to reproduce or share books, the Web is fundamentally other to the philosophy that produces books. Anyone serious about using the Web on its own terms as a delivery mechanism for artistic material needs to abandon print-determined criteria for evaluating quality – literary values – and investigate what the medium is really good for.

channel 4 goes cross-platform

On the subject of major traditional media entities and cross-platform experimentation. Over in London last night Chris and I went to the launch event for Bow Street Runner, an online game launched by UK TV broadcaster Channel 4 to coincide with a major historical TV drama. Players explore 1754 London as one of the city’s first police officers, solving crimes and – it is hoped – picking up some historical brownie points along the way.
It’s interesting because Bow Street Runner is the first game to be launched by the channel, and represents a significant change in strategic direction. Channel 4’s public service obligations were hitherto tackled with the production of ‘educational’ (daytime) TV aimed at 14-19-year-olds and very occasionally, it seems, recorded by teachers for use in classrooms. Having realised that this approach was generating little interest, the channel’s Head of Education, Janey Walker, decided last year to shift the entire commissioning budget for educational material into cross-platform offerings.
Along with showing trailers for the game and introducing us to its creators, commissioning editor Matt Locke described how the channel’s new approach will in many cases reverse the typical 360-degree media approach – create some TV content, then tack on an ARG – opting instead to create cross-platform offerings with TV outputs as one element only. A number of ARGs and other offerings are scheduled for release later in the year.
Though it’s hardly the first time an ARG has been deployed by a major ‘traditional’ media company – after all, the first ARG to have any impact was intended as a trailer for the film AI – this entry into the space by a major TV channel promises to raise the profile (not to mention some much-needed financial backing) for the still very young world of cross-platform entertainment.
It’s early days yet, and Locke was frank about the experimental nature of this new approach. But it hints at a sea-change in mainstream recognition of the relative significances of online and other media – and, maybe, the potential for a wave of new, profoundly net-native entertainment.

the id of writing


The intensely homoerotic Buffy and Faith storyline in Buffy the Vampire Slayer was developed partly as a direct response to fanfic writers’ interpretations of the show in this light
As an undergraduate I read English Language and Literature at one of the oldest and most traditional universities in the world. Even the non-canonical texts came from a canon of the non-canonical – hence, by definition, whatever our course declared to be literature, ipso facto, was such. Recently, though, in the course of our Arts Council research I’ve browsed a fair amount of creative writing online – and found myself increasingly unsure about notions of the canonical or literary in the context of the net.
In search of some perspective, I met up with Roz Kaveney, an expert on one type of creative writing both quintessentially internet-based, and also quintessentially non-‘literary’. Fanfic – or fan fiction – is any story written using the characters, settings and conventions of a fictional universe – ‘fandom’ – such as that of Star Trek.
I learned from Roz that fanfic proper appeared with the Trekkies. The internet made it a mass phenomenon, as fans took advantage of low digital barriers to self-publication to evolve this new way of engaging with a fictional world. These days, while keen fanfic writers maintain their own archives, Livejournal is the hub of fan activity. Across the net, fans of particular shows, characters or fandoms gravitate in online communities, share work, commission stories about particular fandoms or pairings in ‘ficathons’, proof-read and critique one another’s stories and collaboratively generate massive archives of often elaborate, imaginative, well-written – and sometimes disturbing – narratives inspired by existing fictional universes.
Fanfic works through peer-to-peer commissioning and editing, and repurposing of others’ imaginative works as the springboard for its own ‘transformative’ endeavors. And this collaborative and (by the standards to which the ‘literary’ tradition of writing holds itself) ‘derivative’ nature contrasts intriguingly with the fixation on originality so inseparable from literary fiction. This fixation with originality and identifiable authorship is, in turn, inseparable from the economics that have underpinned the print industry for the last three centuries.
So, predictably, in this world of fanfic money is something of a contested issue. Keen to avoid rocking the copyright boat and alienate the creators of the fandoms they love, fanfic writers self-police strictly: attempting to monetize your work is frowned upon. “Printing out a few copies for friends is one thing,” Roz says, “but flogging your work at conventions just isn’t done.” Rather, it recalls Chris Anderson et al’s theories of the internet as a peer-to-peer economy of abundance. Fans write it because they love the fandoms, identify with particular characters, and enjoy exchanging these nuggets of narrative passion with others of the same persuasion. Stories become transactional units in a gift economy driven by the ludic desire to requite a free gift of pleasure with a return in kind.
If the literary is the critical and isolationist superego of writing, then, fanfic is the id: messy, pleasure-driven, reluctant to censor its proclivities. existing fictional universes. It’s always been transgressive, genderbending, complicatedly queer. Slashfic (erotic fanfic) appeared at the same time as fanfic, and slash stories often see heterosexual fans penning homoerotic slash; any taboo can be the subject of a slash story.
I’ve argued elsewhere that the net follows a fairly consistent pattern not of replicating, but of inverting the tradition of the book: boundedness becomes boundlessness, authority becomes unreliable opinion, fixity becomes fluidity, physicality becomes virtuality, the presumption of universality becomes an awareness of the contextual nature of everything written there. So I did a speculative compare and contrast between the mainstream literary world and that of fanfic. And the principle seems to hold for this most popular internet writing form: take the literary world, and turn it inside-out.
Fanfic is 90-95% female, in contrast with the canon of authors I studied at college. It’s often collaborative, and engages with an existing fictional universe, while – say – literary fiction is generally written by single individuals and is fixated on the idea of originality “without realising”, Roz says, “how overrated this concept has been since the Romantic era”. Fanfic is structured socially around a gift economy of stories, and money is frowned upon; literature writers usuall aspire to earning a living from their work. Fanfic is pleasure-oriented; literature intellectual; fanfic is non-hierarchical and networked, while literature tends towards canons.
And last, but not least, fanfic in its current state evolved online, and is impressively well-supported in that space by its communities – a stark contrast to the modest successses of more ‘literary’ outputs online. Perhaps, with a long tradition of print publishing, the literary world has simply not yet paid much attention to the internet, and this will change as it becomes more familiar and pervasive. Or, perhaps, more of the attributes that constitute what we think of as ‘literary’ content are more inseparable from meatspace than might be immediately apparent.
I’ll write more about all this as our research goes on. But meanwhile this cursory glance at fan fiction invites many questions about the forms natural to the internet and to print, about the social and cultural assumptions that underpin these two, and about the implications of each for the economics and value-systems of cultural production.

emergency books

In the course of looking for something else entirely, I just stumbled upon Emergency Books. It’s a (slightly dormant) side project of Litromagazine, a freesheet that publishes and distributes short fiction outside London Underground stations. Emergency Books are, very simply, out-of-print texts taken from Project Gutenberg and dropped wholesale into a PDF template that makes them easy and economical to print on a standard home printer. They’re designed “for when you’ve nothing to read and a standard issue of Litro is too short”, the publisher (is that the right word here?) explains:

Each ‘double page spread’ fits nicely in an Acrobat Reader window, which results in minimal need for scrolling. On- or off-screen, the columns are relatively narrow and short so you don’t get lost in a sea of text (as you would if you simply printed direct from Project Gutenberg). There is little of the blank white space found in standard books – this is to get as much text on the page as possible thereby reducing the total number of pages required (for example, The Call of the Wild by Jack London, at 128 pages in book form, takes only 15 double-side printed A4 sheets as an Emergency Book – while being just as easy to read). This saves on resources as well as making the printed Emergency Book easier to fold and carry around.
If you are a ‘format purist’, you may well hate them. But if you love literature for the content, Emergency Books could be for you.

Of the small number who’ve saved Emergency Books on del.icio.us, one noted that Emergency Books are ‘for reading when you’re caught short. If that ever happens’. I like the idea of literature being, like cigarettes, something one can be ‘caught short’ without – for all that in this age of information overload the reverse more often feels true. There aren’t that many texts there at present, and I’m slightly baffled by the extant choice. But whatever you think of Conan Doyle, Emergency Books shows a refeshingly pragmatic grasp of the relation between digital and paper publishing formats, and represents an interesting attempt at minimising the downsides of each in the interests of guaranteeing the reading addict a regular fix.