Category Archives: collaboration

of babies and bathwater

The open-sided, many-voiced nature of the Web lends itself easily to talk of free, collaborative, open-source, open-access. Suddenly a brave new world of open knowledge seems just around the corner. But understandings of how to make this world work practically for imaginative work – I mean written stories – are still in their infancy. It’s tempting to see a clash of paradigms – open-source versus proprietary content – that is threatening the fundamental terms within which all writers are encouraged to think of themselves – not to mention the established business model for survival as such.
The idea that ‘high art’ requires a business model at all has been obscured for some time (in literature at least) by a rhetoric of cultural value. This is the argument offered by many within the print publishing industry to justify its continued existence. Good work is vital to culture; it’s always the creation of a single organising consciousness; and it deserves remuneration. But the Web undermines this: if every word online is infinitely reproducible and editable, putting words in a particular order and expecting to make your living by charging access to them is considerably less effective than it was in a print universe as a model for making a living.
But while the Web erodes the opportunities to make a living as an artist producing patented content, it’s not yet clear how it proposes to feed writers who don’t copyright their work. A few are experimenting with new balances between royalty sales and other kinds of income: Cory Doctorow gives away his books online for free, and makes money of the sale of print copies. Nonfiction writers such as Chris Anderson often treat the book as a trailer for their idea, and make their actual money from consultancy and public speaking. But it’s far from clear how this could work in a widespread way for net-native content, and particularly for imaginative work.
This quality of the networked space also has implications for ideas of what constitutes ‘good work’. Ultimately, when people talk of ‘cultural value’, they usually mean the role that narratives play in shaping our sense of who and what we are. Arguably this is independent of delivery mechanisms, theories of authorship, and the practical economics of survival as an artist: it’s a function of human culture to tell stories about ourselves. And even if they end up writing chick-lit or porn to pay the bills, most writers start out recognising this and wanting to change the world through stories. But how is one to pursue this in the networked environment, where you can’t patent your words, and where collaboration is indispensable to others’ engagement with your work? What if you don’t want anyone else interfering in your story? What if others’ contributions are rubbish?
Because the truth is that some kinds of participation really don’t produce shining work. The terms on which open-source technology is beginning to make inroads into the mainstream – ie that it works – don’t hold so well for open-source writing to date. The World Without Oil ARG in some ways illustrates this problem. When I heard about the game I wrote enthusiastically about the potential I saw in it for and imaginative engagement with huge issues through a kind of distributed creativity. But Ben and I were discussing this earlier, and concluded that it’s just not working. For all I know it’s having a powerful impact on its players; but to my mind the power of stories lies in their ability to distil and heighten our sense of what’s real into an imaginative shorthand. And on that level I’ve been underwhelmed by WWO. The mass-writing experiment going on there tends less towards distillation into memorable chunks of meme and more towards a kind of issues-driven proliferation of micro-stories that’s all but abandoned the drive of narrative in favour of a rather heavy didactic exercise.
So open-sourcing your fictional world can create quality issues. Abandoning the idea of a single author can likewise leave your story a little flat. Ficlets is another experiment that foregrounds collaboration at the expense of quality. The site allows anyone to write a story of no more than (for some reason) 1,024 characters, and publish it through the site. Users can then write a prequel or sequel, and those visiting the site can rate the stories as they develop. It’s a sweetly egalitarian concept, and I’m intrigued by the idea of using Web2 ‘Hot Or Not?’ technology to drive good writing up the chart. But – perhaps because there’s not a vast amount of traffic – I find it hard to spend more than a few minutes at a time there browsing what on the whole feels like a game of Consequences, just without the joyful silliness.
In a similar vein, I’ve been involved in a collaborative writing experiment with OpenDemocracy in the last few weeks, in which a set of writers were given a theme and invited to contribute one paragraph each, in turn, to a story with a common them. It’s been interesting, but the result is sorely missing the attentions of at the very least a patient and despotic editor.
This is visible in a more extreme form in the wiki-novel experiment A Million Penguins. Ben’s already said plenty about this, so I won’t elaborate; but the attempt, in a blank wiki, to invite ‘collective intelligence’ to write a novel failed so spectacularly to create an intelligible story that there are no doubt many for whom it proves the unviability of collaborative creativity in general and, by extension, the necessity of protecting existing notions of authorship simply for the sake of culture.
So if the Web invites us to explore other methods of creating and sharing memetic code, it hasn’t figured out the right practice for creating really absorbing stuff yet. It’s likely there’s no one magic recipe; my hunch is that there’s a meta-code of social structures around collaborative writing that are emerging gradually, but that haven’t formalised yet because the space is still so young. But while a million (Linux) penguins haven’t yet written the works of Shakespeare, it’s too early to declare that participative creativity can only happen at the expense of quality .
As is doubtless plain, I’m squarely on the side of open-source, both in technological terms and in terms of memetic or cultural code. Enclosure of cultural code (archetypes, story forms, characters etc) ultimately impoverishes the creative culture as much as enclosure of software code hampers technological development. But that comes with reservations. I don’t want to see open-source creativity becoming a sweatshop for writers who can’t get published elsewhere than online, but can’t make a living from their work. Nor do I look forward with relish to a culture composed entirely of the top links on Fark, lolcats and tedious self-published doggerel, and devoid of big, powerful stories we can get our teeth into.
But though the way forwards may be a vision of the writer not as single creating consciousness but something more like a curator or editor, I haven’t yet seen anything successful emerge in this form, unless you count H.P. Lovecraft’s Cthulhu mythos – which was first created pre-internet. And while the open-source technology movement has evolved practices for navigating the tricky space around individual development and collective ownership, the Million Penguins debacle shows that there are far fewer practices for negotiating the relationship between individual and collective authorship of stories. They don’t teach collaborative imaginative writing in school.
Should they? The popularity of fanfic demonstrates that even if most of the fanfic fictional universes are created by one person before they are reappropriated, yet there is a demand for code that can be played with, added to, mutated and redeployed in this way. The fanfic universe is also beginning to develop interesting practices for peer-to-peer quality control. And the Web encourages this kind of activity. So how might we open-source the whole process? Is there anything that could be learned from OS coding about how to do stories in ways that acknowledge the networked, collaborative, open-sided and mutable nature of the Web?
Maybe memetic code is too different from the technical sort to let me stretch the metaphor that far. To put it another way: what social structures do writing collaborations need in order to produce great work in a way that’s both rigorous and open-sided? I think a mixture of lessons from bards, storytellers, improv theatre troupes, scriptwriting teams, open-source hacker practices, game development, Web2 business models and wiki etiquette may yet succeed in routing round the false dichotomy between proprietary quality and open-source memetic dross. And perhaps a practice developed in this way will figure out a way of enabling imaginative work (and its creators) to emerge through the Web without throwing the baby of cultural value out with the bathwater of proprietary content.

why is ‘world without oil’ such a bore?

I just had the following email exchange with Sebastian Mary about the World Without Oil alternate reality game (covered previously on if:book here and here). It seemed interesting enough to repost here.
BEN – Mon, May 14, 2007 at 4:59 PM EST
Hi there,
You found anything interesting yet going on at WWO?
I keep meaning to dig deeper, but nothing I’ve turned up is much good. Maudlin postcards from a pretty generic-feeling apocalypse is what most of it feels like to me. Perhaps I haven’t been looking in the right places, but my instinct at the moment is that the citizen journalist conceit was not the way to go. It’s “participatory” all right, but in that bland, superficial way that characterizes so many traditional media efforts at “interactivity.” Honestly, I’m surprised something like this got through the filter of folks as sophisticated as Jane McGonigal and co.
I think players need smaller pieces and hooks, elements of mystery to get their wheels turning — a story. As far as I can tell, this is the closest to intrigue there’s yet been, and it turned out to be nothing.
Would love to be shown something that suggests otherwise. Got anything?
Ben
SEB MARY – Mon, May 14, 2007 at 5:25 PM
Haven’t been following it closely to be honest. Up to the eyeballs with other work and don’t really have time to trawl acres of second-rate ‘What if…’. Plus, if I’m honest, despite my fetish for collaborative and distributed creativity I’m fussy about good prose, and amateur ‘creative writing’ doesn’t really grip me unless it’s so far from tradition (eg lolcats and the like) as to be good on its own terms. So though the idea intrigued me, I’ve not been hooked. I think it probably needs more story.
Which problem actually resonates with something else I’ve been pondering recently around collaborative writing. It bothers me that because people aren’t very good at setting up social structures within which more than one person can work on the same story (the total lack of anything of that sort in Million Penguins for example), you end up with this false dichotomy between quality products of one mind, and second-rate products of many, that ends up reinforcing the privileged position of the Author simply because people haven’t worked out an effective practice for any alternative. I think there’s something to be learned from the open-source coders about how you can be rigorous as well as collaborative.
sMary
BEN – Tue, May 15, 2007 at 12:50 AM
I don’t see why an ARG aimed at a social mobilization has to be so goddamn earnest. It feels right now like a middle school social studies assignment. But it could be subversive, dangerous and still highly instructive. Instead of asking players to make YouTube vids by candlelight, or Live Journal diaries reporting gloomily on around-the-block gas lines or the promise of local agriculture, why not orchestrate some real-world mischief, as is done in other ARGs.
This game should be generating memorable incursions of the hypothetical into the traffic of daily life, gnawing at the edges of people’s false security about energy. Create a car flash mob at a filling station and tie up several blocks of traffic in a cacophony of horns, maybe even make it onto the evening news. Or re-appropriate public green spaces for the planting of organic crops, like those California agrarian radicals with their “conspiracies of soil” in People’s Park back in the 60s. WWO’s worst offense, I think, is that it lacks a sense of humor. To sort of quote Oscar Wilde, the issues here are too important to take so seriously.
Ben
SEB MARY – Tue, May 15, 2007 at 5:34 AM
I totally agree that a sense of humour would make all the difference. There’s a flavour about it of top-down didactically-oriented pseudo-‘participation’, which in itself is enough to scupper something networked, even before you consider the fact that very few people like being lectured at in story form.
The trouble is, that humour around topics like this would index the PMs squarely to an activist agenda that includes people like the Reverend Billy, the Clown Army and their ilk. That’d be ace in my view; but it’s a risky strategy for anyone who’s reluctant to nail their political colours firmly to the anti-capitalist mast, which – I’d imagine – rules out most of Silicon Valley. It’s hard to see how you could address an issue like climate change in an infectious and mischievous way without rubbing a lot of people up the wrong way; I totally don’t blame McGonigal for having a go, but I think school-assignment-type pretend ‘citizen journalism’ is no substitute for playful subversiveness and – as you say – story hooks.
The other issue in play is as old as literary theory: the question of whether you dig ideas-based narrative or not. If the Hide & Seek Fest last weekend is anything to go by, the gaming/ARG community, young as it is, is already debating this. What place does ‘messaging’ have in games? Some see gaming as a good vehicle for inspiring, radical, even revolutionary messages, and some maintain that this misses the point.
Certainly, I think you have to be careful: games and stories have their own internal logic, and often don’t take kindly to being loaded with predetermined arguments. Even if I like the message, I think that it only works if it’s at the service of the experience (read story, game or both), and not the other way round. Otherwise it doesn’t matter how much interactivity you add, or how laudable your aim, it’s still boring.
sMary

benevolent conspiracy

WWO.gif
“Fuel prices jumped this week, led by gasoline which gained over a dollar a gallon on average. Oil distributors pointed to several “renegotiated” delivery contracts as proof that a long-rumored shortfall in the supply of U.S. oil has finally arrived. Oil producers were tight-lipped about the adjusted contracts, and as I write this it’s still unclear how extensive the shortfall will turn out to be.”
And thus the stage is set for World Without Oil, the social consciousness-raising ARG (alternate reality game) launched today by Jane McGonigal and associates. I’m already in flagrant violation of the “this is not a game” convention that governs all ARGs, but since this something I and others here at the Institute aim to follow closely in the coming weeks and months, we’ll have to treat the curtain between fact and fiction as semi-transparent.
From the perspective of our research here, I’m deeply intrigued because the ARG is an entirely net-native storytelling genre, employing forms as diverse and scattered as the media landscape we live in today. ARGs don’t rely on a specific software application, game system or OS, rather they treat the entire Internet as their platform. Players typically employ a whole battery of information technologies — email, chat, blogs, search engines, message boards, wikis, social media sites, cell phones — in pursuit of an elusive narrative thread.
The story is usually spun through cryptic clues and half-disclosures, one bread crumb at a time, by the game’s authors, or “puppetmasters.” To have any hope of success, players must work together, sharing clues and pooling information as they go. The whole point is to make the story into a group obsession — to mobilize players into problem-solving collectives where they can debate and test different hypotheses as a smart mob. It’s sort of like surfing an alternate version of the net, using all the social search tactics of the real one.
Of course, the net is a murky territory, full of conspiracy theories, identity traps and misinformation. ARGs take this uncertainty and make it their idiom. The game (remember, it’s not a game) might involve websites that to the casual observer look perfectly real — a corporate home page, a personal blog — but that are in fact a part of the fiction. ARGs use the playbook of spammers, phishers and social reality hackers like the Yes Men to create a fictional universe that blends seamlessly with the real.
But we’re not just talking about an alternate net here, we’re talking about an alternative world. ARGs frequently assign tasks that pull players away from their computers and propel them into their physical environment (the phenomenally popular I Love Bees had people running all over San Francisco answering pay phones). This couldn’t be more unlike the whole Second Life phenomenon (which, as you may have noticed, we’ve barely covered here). Instead of building a one-to-one simulacrum of the actual world (yeah yeah, you can fly, big whoop), this takes the actual world and tilts it — reinterprets it. There’s imagination happening here.
World Without Oil takes this in a new direction. McGonigal has been talking for some time now about using ARGs for more than just pure play. She believes they could be harnessed to solve real world problems (for more about this, read this recent long piece in SF Weekly by Eliza Strickland). Hence the premise of oil shocks. The WWO website was set up by ten friends who met in the chaos of the Denver Airport during the blizzards this past December. During that time, they bonded and got to talking about citizen journalism and the potential of the web for organizing masses of people to deal with crises without having to rely solely on big media and big government. A weird tip about an impending oil crisis on April 30th got their paranoid wheels turning and they decided to set up a central hub for netizens to send reportage and personal testimonies about life during the shocks. Today is April 30 and lo and behold: the shocks have arrived!
The idea is to collectively imagine a reality that could very likely come to pass, and to share information and ideas — alternative energy innovations, new forms of transport, new forms of community — that could help us get through it. It’s an opportunity for self-reeducation and perhaps the forging of some real-world relationships. There’s even a page for teachers to guide students through this collaborative hallucination, and to learn something about energy geopolitics as they do it.
As an entry to the serious games movement, this has to be one of the most innovative efforts out there. But I find myself wondering whether simply getting everyone to report from their corner of the crisis — postcards from the apocalypse –will be enough to create a full-blown ARG phenomenon. Is this participatory in quite the right way? While I ecstatically applaud the intention here of repurposing a form that to date has been employed mainly as a viral marketing tool (the first ARG was built around Spielberg’s “A.I.” in 2001), I worry that the WWO construct seems to have been shorn of most of the usual mystery elements — the codes, clues and crumbs — that make ARGs so addictive. There’s a whiff of homework here, something perhaps a little too earnest, that could prevent it from gaining traction. I sincerely hope I’m wrong.
Still, even if this fails to take off, I think this is an important milestone and will be important to study as it unfolds. WWO suggests what could be the ideal dystopian form for the cultural moment: a mode of storytelling that taps directly into the present human condition of networked information blitz and tries to channel it toward real-world awareness, or even action. The ARG adopts tactics long employed in military war games and conflict exercises and turns them (at least potentially) toward grassroots activism. WWO is trying to rouse, as Sebastian Mary put it in a previous post, our “democratic imagination. In SF Weekly piece I link to above, McGonigal puts it this way:

“When you start projecting that out to bigger scales, that’s when these games start to look like a real way to achieve, if not world peace, then some kind of world-benevolent conspiracy, where we feel like we are all playing the same game.”

children_of_men_poster-764466.jpg Many people I know loved the film “Children of Men” by Alfonso Cuarón because they felt that it showed them, with the cutting clarity of allegory, the way the world really is. The premise, that the human race has lost the ability to reproduce itself (a dying world, without children, slowly self-destructing), was of course implausible, but all the same it felt like a layer was being peeled away to reveal a terrible truth. Probably the most unsettling moment for me was the lights rose at the end and we exited the theater into the street. Everything looked different, fragile, like something awful was being hidden just beneath the surface. But the feeling soon faded and I filed the experience away: “Children of Men”; a brilliant film; one of the year’s best; shamefully overlooked at the Oscars.
What would “Children of Men” look like as an ARG? What would a networked tactic bring to this story? Would it be simply dispatches from a dying world, or could we do something more constructive? Could the darkened theater and the streets outside somehow be merged?
Our first stories were oral stories. When we were children our parents read to us aloud stories that we listened to over and over again until they were embedded in our unconscious. We knew the stories inside and out, backwards and forwards. Reading became a ritual of call and response: a physical act. In the classroom too, teachers read aloud to us. We knew the stories inside and out, backwards and forwards. Call and response. At recess we ran out into the playground and re-eanacted the stories — replayed them, spun new ones. Those early experiences hearken back to earlier cultures — oral, pre-literate ones where the word was less the realm of contemplation and more the realm of action. ARGs seem to tap into this power of the oral story — the spark of the imagination and then the dash, together, into the playground.

“spring_alpha” and networked games

Jesse’s post yesterday pondering the possibility of networked comics reminded me of an interesting little piece I came across last month on the Guardian Gamesblog by Aleks Krotoski on networked collaboration — or rather, the conspicuous lack thereof — in games. The post was a lament really, sparked by Krotoski’s admiration of the Million Penguins project, which for her threw into stark relief the game industry’s troubling retentiveness regarding the means of game production:

Meanwhile in gameland, where non-linearity is the ideal, we’re at odds with the power of games as the world’s most compelling medium and the industry’s desperate attempts to integrate with the so-called worthy (yet linear) media. And ironically, we’ve been lapped by books. How embarrassing. If anyone should have pushed the user-generated boat out, it should have been the games industry.
…Sure, there are a few new outlets for budding designers to reap the kudos or the ridicule of their peers, but there’s not a WikiGame in sight. Until platform owners have the courage to open their consoles to players, a million penguins will go elsewhere. And so will gamers.

springalpha.jpg Well I just came across a very intriguing UK-based project that might qualify as a wiki-game, or more or less the equivalent. It’s called “spring_alpha” and is by all indications a game world that is openly rewritable on both the narrative and code level. What’s particularly interesting is that the participatory element is deeply entwined with the game’s political impulses — it’s an experiment in rewriting the rules of a repressive society. As described by the organizers:

“spring_alpha” is a networked game system set in an industrialised council estate whose inhabitants are attempting to create their own autonomous society in contrast to that of the regime in which they live. The game serves as a “sketch pad” for testing out alternative forms of social practice at both the “narrative” level, in terms of the game story, and at a “code” level, as players are able to re-write the code that runs the simulated world.
…’spring_alpha’ is a game in permanent alpha state, always open to revision and re-versioning. Re-writing spring_alpha is not only an option available to coders however. Much of the focus of the project lies in using game development itself as a vehicle for social enquiry and speculation; the issues involved in re-designing the game draw parallels with those involved in re-thinking social structures.

My first thought is that, unlike A Million Penguins, “spring_alpha” provides a robust armature for collaboration: a fully developed backstory/setting as well as an established visual aesthetic (both derived from artist Chad McCail’s 1998 work “Spring”). That strikes me as a recipe for success. In the graphics, sound and controls department, “spring_alpha” doesn’t appear particularly cutting edge (it looks a bit like Google SketchUp, though that may have just been in the development modules I saw), but its sense of distributed creativity and of the political possibilities of games seem quite advanced.
Can anyone point to other examples of collaboratively built games? Does Second Life count?

networked comics

Last week in Columbus, OH, I saw Scott McCloud give a fantastic presentation about creativity and storytelling using sequential art. I got two books signed, and since I was the last person on line, I started a little conversation about networked comics.
First off, it’s not every day that you get to meet one of your idols. He’s influenced the way that I think about storytelling and sequential art, which manages to have everyday repercussions in my work in interaction design and wireframing. Understanding Comics is right at the top of my practical reading guide with the Polar Bear book and Visual Displays of Quantitative Information.
Secondly, in Reinventing Comcis he covers a lot of territory with regard to the form that web comics can take and the method by which they can support themselves. But, as he notes in his presentation, while he was focused on the new openness of a boundless screen, webcomics recapitulated traditional forms and appeared like toadstools after a spring rain. As he said, “Tens of thousands—literally, tens of thousands of webcomics are out there today.” They are easy to find, but they’re guided by the goals of traditional comics, and made with many of the same choices in framing and pacing, even if their story lines are wildly varied.
In a previous post I said “The next step for online comics is to enhance their networked and collaborative aspect while preserving the essential nature of comics as sequential art.” I still think there’s something there, so I posed that questiont to Scott. He politely redirected, saying the form of a networked comic is completely unknown and that the discussion would last for many hours. Offhand, he knew of only a few experiments. He did say, “The process will be more interesting than the final product.” This is something that we say here with regards to Wikipedia, but even more so with collaborative fiction as in 1mil Penguins. So without further guidance, I ventured into the web myself, searching for examples of what I would call networked comics.
One nascent form of collaborative art has been the (relatively) popular practice of putting up one half of the equation—the art only, or the words only—and getting someone else to do the other half. If you said that sounds like regular comix, you’d be right. It’s normal practice in the sequential art world to have a writer and an artist collaborate on a story. But the novelty here is having multiple writers work with the same panels, with an artist who doesn’t know what she is drawing for. Words, infinitely malleable, are shaped to fit the images, sometimes with implausible but funny results. Here’s an example that Kristopher Straub and Scott Kurtz have started on Halfpixel.com. They call it “Web You.0 (beta),” with the tagline “Infinite possible punchlines!” You take an image, put new words in the balloons, and resubmit the comic. The result: user-generated comics. Not necessarily good comics, but that’s not quite the point.
But that’s about it. There isn’t much in the way of a discussion going on about networked comics. This is understandable: making images is hard. Making images that are tied to a text is harder. This is the art and science of comics, and it’s difficult to see how they can be pried apart to create room for growth without completely disrupting the narrative structures inherent to the medium. When I look for something that takes a form that is fundamentally reliant on the network, I come up short. Maybe it would look like a hyper-extended comic ‘jams’, with panels by different artists on an evolving storyline. Maybe the form of a networked comic is something like a wiki with drawing tools. Or better yet, an instruction to the crowd that results in something like Sheep Market or swarmsketch. It’s interesting to see what “art from the mob” looks like, and seems to have the greatest potential for group-directed authorship. Maybe it will be something like magnetic word art (those word magnets you find on your friend’s fridge and use to write non-sensical and slightly naughty phrases with), combined with some sort of automatic image search. Obviously there are a lot of possibilities if you are willing to cede a little of the artistic control that tends to be so tightly wound up in the traditional method of making comics. I hate to end my posts with “we need more experiments!” but given the current state of the discussion, that’s just what I have to do.

world without oil: democratic imagination?

I’ve written a couple of times recently about alternate reality gaming as an emergent genre of Web-native storytelling. But one of the things that’s puzzled and frustrated me is the fact that the stories played out in most of these games tend to revolve around sinister cults, reborn gods, out-of-control AIs, government conspiracies and suchlike: the bread-and-butter paranoias that permeate the Web. No criticism here, I should add. Asking ‘What if all this were true?’ can kick-start a very entertaining daydream.
But in exploring these games, and reading around them, it becomes clear that the way these stories are told is as interesting as their content. In particular, there is a tendency (see this paper by academic and game designer Jane McGonigal for example) for ARG-style collaborative problem-solving to escape the boundaries of gaming and become a real-world way for distributed groups of people to address a problem they cannot fix by themselves.
In addition, the founding dramatic convention is “This Is Not A Game.” That is, the games are supposed to leak out into players’ lives. And this, combined with a chance to practice widespread collaborative problem-solving, is a phenomenally powerful and intriguingly democratic artistic form. So why, I wanted to know, is no-one using it to address contemporary politics?
No sooner do I formulate the thought than I discover that McGonigal’s latest project, trailed in a talk she gave at the 2007 San Francisco game developers’ conference , is an ARG called World Without Oil. Its central characters believe that an oil crisis is approaching on April 30 – the game’s launch date – and are trying to spread the word. Or are they…? Who is trying to stop them…? And we’re off.
I’ll be following this one closely. Rather than taking a fantastical theme, it invites players to think seriously about a situation which is increasingly imaginable in the near future. And it seems that people are ready to engage: since its appearance yesterday, the the Unfiction discussion thread about the game is already many pages long, and mixes discussion of the game with serious musings about the very real possibility of a world without oil.
It also looks as though it’s going to go way beyond asking its players to solve ROT-13 encryption for the next clue. In this Gamasutra interview McGonigal explains her ideas about collective intelligence and gaming, and outlines the way in which World Without Oil will be not just a game but a collaborative storytelling process. Along with the narrative of the main fictional characters, players will be invited to create blogs detailing – as if it were happening – the problems they would face in a (so far) fictional world without oil. And the game will respond. So, in effect, it will invite players to take part in a huge collaborative exercise in imagining a very possible future.
Looking at this game, I was reminded of the RSA’s response to the Stern report on climate change, where it was pointed out that reactions to climate change and the like often lurch between optimism and pessimism without progressing beyond high emotion to imaginative or practical engagement with the situation. On a similar tack, Dougald Hine wrote an article recently for opendemocracy discussing climate change as a challenge to the democratic imagination: “Whether or not we succeed technically in mitigating its effects, it is all too easy to envisage the result as a more or less unpleasant authoritarian future. The task is to imagine and bring about a future which can accommodate both austerity and autonomy.”
It may be too soon to tell. But if it goes well, I have some hope that World Without Oil may manage to engage not just collective fear but a collective and collaborative imagination to address some increasingly urgent questions.

incunabula of the week

Last month, when I met the if:book crew for the first time, Ben described the net-native literary forms that have emerged to date as ‘incunabula’. I didn’t know what the word meant. He explained that, in the Middle Ages, when they first started printing books, there were all kinds of experiments which explored print technologies but hadn’t yet settled into a form that made full use of them. Ben suggested that forms of Web writing today are at an equivalent stage.
The word ‘incunabulum’ stuck with me. There’s something endearlingly fragile and tentative about it, as though Net-based forms of writing were a new species of winged things, freshly-hatched and still a bit soggy and crumpled. Since abandoning the notion of writing for print (paper) publication some time ago, though, I find myself reluctant to reinvent the wheel. So I’m very interested in what is emerging on the Net around the axis of technology and (used here in its classical sense, for want of a better word) poetry.
Top of my list at the moment as the Web’s finest emerging art form is alternate reality gaming. I wrote about that here not long ago; since then, I’ve vanished into a currently-playing ARG and will write more on the experience when I can. Meanwhile, this week I’ve stumbled across an interesting cross-section of Web-based stuff and thought I’d do a roundup here.
Disclaimer time. Ben’s already admirably dissected the problems with the Million Penguins project, so I won’t go into that. I also know there is a whole tranche of early experiments with hypertext writing which I’ve ignored. My reason for doing so is that a) I can’t be exhaustive – that’s what your search engine is for. Also, in my experience, hypertext fiction tends to be somewhat sterile and frustrating, recalling the Choose Your Own Adventure novels I read as a child. That said, if anyone knows of any that buck this trend, please send them my way.
Anyway, incunabula. The first is some years old, and is actually an event rather than a single piece of writing: the delightfully geeky Perl Poetry Contest of 2000. In the words of the Perl Journal that reviewed it:
The Perl Poetry Contest is sort of a kinder, less migraine inducing sibling of the Obfuscation Contest. The Obfuscation Contest promotes the creation of vile looking scripts. The Perl Poetry Contest is the other end of the spectrum, promoting the generation of flowing verse, and Perl, to make something beautiful.
Here’s the winner, by Angie Winterbottom:
if ((light eq dark) && (dark eq light)
&& ($blaze_of_night{moon} == black_hole)
&& ($ravens_wing{bright} == $tin{bright})){
my $love = $you = $sin{darkness} + 1;
};
It’s derived from a verse from the Pandora’s Box album ‘Original Sin’:
If light were dark and dark were light
The moon a black hole in the blaze of night
A raven’s wing as bright as tin
Then you, my love, would be darker than sin.
This is only just within my personal geek:lit frame of reference, as I don’t program Perl. But I include it in memory of the first time I heard a techie use the phrase ‘elegant code’, as I remember how struck I was then by the idea that there could be an aesthetics of machine code. I’d imagined that coding was purely functional and as such more about engineering than art; lately, I’m beginning to suspect that coders play an equivalent role in the online space to the one print authors play/ed in the literary canon. Poetry written in machine code sits elegantly across the literary/aesthetic and technical spaces in a way very suggestive of this accession of coding to the status of meta-literature.
My second incunabulum of the week comes from Everything2, a relatively open-access online writing space (see the Wikipedia entry for more info). The structures of this site merit further examination, particularly in contrast with the Million Penguins fiasco. But in the interests of brevity, for the time being here’s an entry from user “allseeingeye”: a poem about online gaming with the glorious title “im in ur base killin ur d00dz“.
I won’t go into the layers of memetic accretion around this phrase (try Encyclopedia Dramatica or urbandictionary if you really need to know). What enchanted me about the piece is that it uses a mixture of Everything2’s hard links, geek and gaming slang, and relatively traditional free verse to create something in which form and function, tradition and new technologies, “high” and “low” cultures merge most intriguingly. The writer’s genderless username addes extra ambiguity to the elision of gaming and eroticism in a way that’s very evocative of how of heightened emotion plays out in disembodied online spaces.
There’s also something thought-provoking about the fact that Everything2’s hard links are, like Wikipedia, often unfinished. If you click on one and find it incomplete, the page invites you to create an account and then add the page. When you read a poem that’s full of these sometimes-unfinished links, it’s a bit like a reverse version of The Waste Land. The difference is that where Eliot’s piece functions as an accretion of quotations that refer backwards through the history of the canon, this functions as a speculative accretion of things that may become quotations, and refers forwards to a canon not yet created.
Incunabulum number three is Batan City, a MediaWiki-based imaginary city. It was started by Paul Youlten, founder of the site formerly known as Yellowikis, a wiki-based business listings directory that sparked a legal challenge from the yellow pages industry, and now at SocialText. When Paul sent a story to a friend of his, she responded not with a commentary but with another story. The result is starting to accumulate online. There isn’t much there yet, but the convention appears to be that the “city” accumulates individually-authored stories around a central fictional place. I’m very interested in what works and does not work in wiki-based fiction (providing no structure at all, for instance, really doesn’t, as Ben pointed out a few days ago; here we have some basic structure and an invitation first to submit a story and then to spread the word to other writers. I look forward to seeing how it evolves.
Incunabulum number four is Troped, a blog-based ongoing narrative. I came across this when its author commented here in if:book, and have been dropping by there every few days to try and get a feel for what it’s up to. The format is short, not always obviously interrelated stories, usually updated every day or so. I’ll admit I haven’t been following it for long or in depth, but so far what leaps out is not a strong story, but the sense of an experiment in time and form. Individual entries, each with the feel of a mini-short-story, read down the page; but because it’s posted in blog software the chronology of the whole reads in the opposite direction. That is, the first entry in narrative terms is the last you come to in formal terms, but the direction of the entries themselves goes the other way. In addition, the author/s (perhaps unconsciously) echo/es this temporal paradox with a slightly odd use of tenses within the stories (“Jameson laughs. He preferred to just use the shop as a place to dicker around–someplace other than his house“), which adds a layer of temporal confusion. So to date I haven’t got into this one. But as a piece testing the limits and possibilities and mute formal insinuations of net-native writing delivery mechanisms, it’s certainly worth a look.
So, a mixed bag. Perl poetry experiments with the constraints of language, flirting with machine code in a way that subverts the usually functionalist preconceptions that lay non-coders such as myself tend to have about computer languages. The killin ur d00dz piece hard links within its writing community to foreground the dynamic and collaborative emergence of Web-specific jargons, even as it captures the intense experience of one individual. Batan City is a tentative (though, perhaps luckily for its creators, less populated than the Penguin effort) attempt to reconcile open editing with individual authorship of story elements, that uses the twin structures of a fictional place and an alphabetised list to structure the entries it invites. And Troped tests the interrelation between online self-publishing software and narrative temporality.
What all these pieces have in common is a concerted attempt to do more than upload the conventions of print text (boundedness, single authorship, linearity) into an environment that encourages in many ways the inverse of these traditions. They all have limitations, but all are pushing at the boundaries of what the new technologies make possible: multiple or anonymous authoring, new languages, strange temporalities and explicit acknowledgement of the intertext.

a million penguins: a wiki-novelty

You may by now have heard about A Million Penguins, the wiki-novel experiment currently underway at Penguin Books. They’re trying to find out if a self-organizing collective of writers can produce a credible novel on a live website. A dubious idea if you believe a novel is almost by definition the product of a singular inspiration, but praiseworthy nonetheless for its experimental bravado.
penguins.jpg Already, they’ve run into trouble. Knowing a thing or two about publicity, Penguin managed to get a huge amount of attention to the site — probably too much — almost immediately. Hundreds of contributors have signed up: mostly earnest, some benignly mischievous, others bent wholly on disruption. I was reminded naturally of the LA Times’ ill-fated “wikitorial” experiment in June of ’05 in which readers were invited to rewrite the paper’s editorials. Within the first few hours, the LAT had its windshield wipers going at full speed and yet still they couldn’t keep up with the shit storm of vandalism that was unleashed — particularly one cyber-hooligan’s repeated posting of the notorious “goatse” image that has haunted many a dream. They canceled the experiment just two days after launch.
All signs indicate that Penguin will not be so easily deterred, though they are making various adjustments to the system as they go. In response to general frustration at the relentless pace of edits, they’re currently trying out a new policy of freezing the wiki for several hours each afternoon in order to create a stable “reading window” to help participants and the Penguin editors who are chronicling the process to get oriented. This seems like a good idea (flexibility is definitely the right editorial MO in a project like this). And unlike the LA Times they seem to have kept the spam and vandalism to within tolerable limits, in part with the help of students in the MA program in creative writing and new media at De Montfort University in Leicester, UK, who are official partners in the project.
When I heard the De Montfort folks would be helping to steer the project I was excited. It’s hard to start a wiki project with no previously established community in the hot glare of a media spotlight . Having a group of experienced writers at the helm, or at least gently nudging the tiller — writers like Kate Pullinger, author of the Inanimate Alice series, who are tapped into the new forms and rhythms of the Net — seemed like a smart move that might lend the project some direction. But digging a bit through the talk pages and revision histories, I’ve found little discernible contribution from De Montfort other than spam cleanup and general housekeeping. A pity not to utilize them more. It would be great to hear their thoughts about all of this on the blog.
So anyway, the novel.
Not surprisingly it’s incoherent. You might get something similar if you took a stack of supermarket checkout lane potboilers and some Mad Libs and threw them in a blender. Far more interesting is the discussion page behind the novel where one can read the valiant efforts of participants to communicate with one another and to instill some semblance of order. Here are the battle wounded from the wiki fray… characters staggering about in search of an author. Writers in search of an editor. One person, obviously dismayed at the narrative’s dogged refusal to make sense, suggests building separate pages devoted exclusively to plotting out story arcs. Another exclaims: “THE STORY AS OF THIS MOMENT IS THE STORY – you are permitted to make slight changes in past, but concentrate on where we are now and move forward.” Another proceeds to forcefully disagree. Others, even more exasperated, propose forking the project into alternative novels and leaving the chaotic front page to the buzzards. How ironic it would be if each user ended up just creating their own page and writing the novel they wanted to write — alone.
Reading through these paratexts, I couldn’t help thinking that this was in fact the real story being written. Might the discussion page contain the seeds of a Tristram Shandyesque tale about a collaborative novel-writing experiment gone horribly awry, in which the much vaunted “novel” exists only in its total inability to be written?

*     *     *     *     *

The problem with A Million Penguins in a nutshell is that the concept of a “wiki-novel” is an oxymoron. A novel is probably as un-collaborative a literary form as you can get, while a wiki is inherently collaborative. Wikipedia works because encyclopedias were always in a sense collective works — distillations of collective knowledge — so the wiki was the right tool for reinventing that form. Here that tool is misapplied. Or maybe it’s the scale of participation that is the problem here. Too many penguins. I can see a wiki possibly working for a smaller narrative community.
All of this is not to imply that collaborative fiction is a pipe dream or that no viable new forms have yet been devised. Just read Sebastian Mary’s fascinating survey, published here a couple of weeks back, of emergent net-native literary forms and you’ll see that there’s plenty going on in other channels. In addition to some interesting reflections on YouTube, Mary talks about ARGs, or alternative reality games, a new participatory form in which communities of readers write the story as they go, blending fact and fiction, pulling in multiple media, and employing a range of collaborative tools. Perhaps most pertinent to Penguin’s novel experiment, Mary points out that the ARG typically is not a form in which stories are created out of whole cloth, rather they are patchworks, woven from the rich fragmentary litter of popular culture and the Web:

Participants know that someone is orchestrating a storyline, but that it will not unfold without the active contribution of the decoders, web-surfers, inveterate Googlers and avid readers tracking leads, clues, possible hints and unfolding events through the chaos of the Web. Rather than striving for that uber-modernist concept, ‘originality’, an ARG is predicated on the pre-existence of the rest of the Net, and works like a DJ with the content already present. In this, it has more in common with the magpie techniques of Montaigne (1533-92), or the copious ‘authoritative’ quotations of Chaucer than contemporary notions of the author-as-originator.

Penguin too had the whole wide Web to work with, not to mention the immense body of literature in its own publishing vault, which seems ripe for a remix or a collaborative cut-up session. But instead they chose the form that is probably most resistant to these new social forms of creativity. The result is a well intentioned but confused attempt at innovation. A novelty, yes. But a novel, not quite.

net-native stories are already here: so are the vultures

A split is under way in the culture industry at present, between ever more high-budget centrally-created and released products designed to net the ‘live experience’ ticket or product-buying punter, and new forms of distributed, Net-mediated creativity. This is evidenced throughout the culture industry; but while ARGs (alternate reality games) are a strong candidate for being understood as the ‘literary’ output of this new culture, there is little discussion of increasing attempts to transform this emerging genre straight into a vehicle for advertising. In the light of my own rather old-fashioned literary idealism, I want first to situate ARGs in the context of this split between culture-as-industry and culture-as-community, to argue the case for ARGs as participatory literature, and finally to ponder the appropriateness of leaving them to the mercies of the PR industry.
the culture industry and the new collaboration
Anti-pirating adverts have been common since video came into wide use. But the other day I saw one at the cinema that got me thinking. Rather than taking the line that copying media is a crime, it showed scenes from Apocalypto, while pointing out that such a spectacular film is much better enjoyed on a huge cinema screen. It struck me as a shrewd take: rather than making ominous noises about crime, the advert aimed to drive cinema attendance by foregrounding the format-specific benefits (darkened room, audience, popcorn, huge screen) of the cinema experience .
It reminded me of a conversation I had with musician-turned-intellectual Pat Kane. Since the advent of iTunes and the like, he said, gigging is often a musician’s main source of income. I had a look at live performance prices, and discovered that whereas in 2001 high-end tickets cost $60, in 2006 Paul McCartney (amongst others) charged $250 per ticket. The premium is for the format-specific features of the experience: the atmosphere, the ‘authenticity’, the transient moment. Everything else is downloadable.
But the catch is that you have to sell material that suits the ‘live’ immersive experience. That means all-singing, all-dancing extravaganza gigs (Madonna crucified on a mirrored cross in Rome, anyone?) and super-colossal epic ‘excitement’ films, full of special effects, chases, explosions and the like. Consider the top ten grossing films 2000-06: three Harry Potters, three Lord of the Ringses, three X-Men films, three Star Warses, three Matrix films, Spider-man, two Batmans, The Chronicles of Narnia, Day After Tomorrow, Jurassic Park 3, Terminator 3 and War of the Worlds. Alongside that there were typically at least two high-budget CGI films in the top ten each year Exciting fantasy epics are on the up, because if you produce anything else the punters are more likely to skip the cinema experience and just download it.
So the networked replicability of content drives a trend for high-budget, high-concept cultural content for which you can justifiably charge at the door. But other forms are on the up. The NYT just ran a story about M dot Strange, who brought a huge YouTube audience to his Sundance premiere. And December’s Wired called the LonelyGirl15 phenomenon on YouTube ‘The future of TV’. It’s not as if general cinema release is the only way to make your name. Sandi Thom‘s rise to fame through a series of webcasts tells the same story.
Here, we see artists who reverse the paradigm: rather than seeking to thrill a passive audience, they intrigue an active one. Rather than seeking to retain control, they farm parts of the story out. As Lonelygirl15’s story grows, each characer will get a vlog: rather than produce the whole thing themselves, the originators will work out a basic storyline and then pair writers and directors with actors and let them loose.
I don’t wish to argue here that this second paradigm of community-based participative creation is necessarily ‘better’, or that it will supplant existing cultural forms. But it is emerging rapidly as a major cultural force, and merits examination both in its own right and for clues to the operation of Net-native forms of literature.
fact or fiction? who cares?
A frequent characteristic of these kinds of networked co-creation is debate about the ‘reality’ of its products. LonelyGirl15 whipped up a storm on ARG Network while people tried to work out if she was an ARG trailhead, an advertising campaign, or a real teenager. Similarly, many have suspected Sandi Thom’s webcast story of including a layer of fiction. But this has not hurt Sandi’s career any more than it killed interest in LonelyGirl15. Built into these discussions is a sense that this (like much ambiguity) is not a bug but a feature, and is actually intrinsic to the operation of the net. After all, the promise underpinning Second Life, MUDs, messageboards and much of the Net’s traffic is radical self-reinvention beyond the bounds of one’s life and physical body. Fiction is part of Net reality.
Literary theorists have held fiction in special regard for thousands of years; if fiction is intrinsic to the ‘reality’ of the Net, what happens to storytellers? Is there a kind of literature native to the Net?
ARGs: net-native literature
Though it’s a relatively young phenomenon, and I have no doubt that other forms will emerge, the strongest candidates at present for consideration as such are ARGs (alternate reality games). Unlike PVP online games, they are at least partially written (textual), and rely heavily on participants’ collaboration through messageboards. If you’re trying to catch up, you essentially read the ‘story’ as it is ‘written’ by its participants in fora dedicated to solving them. They have a clear story, but are dependent for their unfolding on community participation – and may be changed by this participation: in 2001, Lockjaw ended prematurely when participants brought a class-action lawsuit against the fictional genetic engineering company at the heart of the story. Or perhaps it didnt – I’ve seen one reference to this event, but other attempts simply lead me deeper into a story that may or may not still be active.
Thus, like LonelyGirl15 and her ilk, ARGs also bridge fact and fiction. This is part of their pleasure, and it is pervasive: I had a Skype conversation yesterday with Ansuman Biswas, an artist who has been sucked into the now-unfolding MEIGEIST game when its creators referenced his work in the course of casting story clues. Ansuman delightedly sent me the link to the initial thread on the game at unfiction, where participants have been debating whether Ansuman exists or not. Even though I was talking to him at the time I almost found myself wondering, too.
Where ARGs as a creative form diverge from print literature (at least, from modern print literature) is in their use of pastiche, patchwork and mash-up. One of the delights of storytelling is the sense of an organising intelligence at work in a chaos of otherwise random events. ARGs provide this, but in a way appropriate to the Babel of content available on the Net. Participants know that someone is orchestrating a storyline, but that it will not unfold without the active contribution of the decoders, web-surfers, inveterate Googlers and avid readers tracking leads, clues, possible hints and unfolding events through the chaos of the Web. Rather than striving for that uber-modernist concept, ‘originality’, an ARG is predicated on the pre-existence of the rest of the Net, and works like a DJ with the content already present. In this, it has more in common with the magpie techniques of Montaigne (1533-92), or the copious ‘authoritative’ quotations of Chaucer than contemporary notions of the author-as-originator.
the PR money-shot
The downside of some ARG activity is the rapid incursions of the marketing machine into the format, and a corresponding tendency towards high-budget games with a PR money-shot. For example, I Love Bees turned out to be a trailer for Halo 2. This spills over into offline publication: Cathy’s Book, itself an interactive multimedia concept co-written by Sean Stewart, one of the puppetmasters of the 2001 ARG ‘The Beast, made headlines last year when it included product placements from Clinique. So where YouTube, myspace, webcasts and the like appear to be working in some ways to open up and democratise creative activity as a community activity, it is as yet unclear whether the same is true of ARGs. Is it acceptable for immersive fiction to be so seamlessly integrated with the needs of the advertising world? Is the idealism of Aristotle and Sidney still worth keeping? Or is such purism obsolete?
where are the artists?
Either way, this new genre represents, I believe, the first stirrings of a Net-native form of storytelling. ARGs have all the characteristics of networked cultural production: they unfold through the collaboration of a networked problem-solving community; they use multiple media, mixtures of fact and fiction, and a distributed reader/participant base. Their operation, and their susceptibility to co-opting by the marketing industry poses many questions; but the very nature of the form suggests that the way to address these is through engagement, not criticism. So, ultimately, this is a call for writers and artists interested in what the form is and could become: to situate Net writing in the context of why writers have always written, to explore its potential, and to ensure that it remains a form that belongs to us, rather than being sold back to us in darkened theatres with a bagful of memorabilia.

do editors dream of electrifying networks?

Lindsay Waters, executive editor for the humanities at Harvard University Press, mentions the Gamer Theory “experiment” in an interview at The Book Depository:

BD: What are the principal challenges/opportunities you see at the moment in the business of publishing books?
LW: The principal challenge is that the book market is changing drastically. The whole plate techtonics is in motion. One chief challenge is not to get unnerved, not to believe Chicken Little as he runs up and down Main Street screaming “the sky is falling.” Books are not going to disappear. We have to experiment with the book which is what we are doing when, for example, we publish McKenzie Wark’s Hacker Manifesto and his forthcoming Gamer Theory.
Gamer Theory is a book that is already available on the web in electronic form, but we believe there is enough of a market for the print version of the book to justify our publishing the book in hardcover. This is an experiment.

One hopes the experimentation doesn’t end here. Last week, we had some very interesting discussions here on the evolution of authorship, which, while never going explicitly into the realm of editing, are nonetheless highly relevant in that regard. In one particularly excellent a comment, Sol Gaitan laid out the challenge for a new generation of writers, which I think could go just as well for a nascent class of digital editors:

…the immediacy that the Internet provides facilitates collaboration in a way no meeting of minds in a cafe or railroad apartment ever had. This facilitates a communality that approaches that of the oral tradition, now we have a system that allows for true universality. To make this work requires action, organization, clarity of purpose, and yes, a new rhetoric. New ways of collaboration entail a novel approach.

Someone is almost certainly going to be needed to moderate the discussions that come out of these complex processes, especially considering that the discussions themselves may consitute the bulk of the work. This task will in part be taken up by the author, and by the communities themselves (that’s largely how things have developed so far) but when you begin to imagine numerous clusters of projects overlapping and cross-pollinating, it seems obvious that a special kind of talent will be required to see the big picture. Call it curating the collective — redacting the remix. Organizing networks will become its own kind of art.
Later on in the interview, Waters says: “I am most proud of the way so many of my books constellate. I see these links in my books in literature, philosophy, and also in economics…” Editors have always been in the business of networks — the business of interlinking. More are now waking up to the idea that web and print can work productively, and even profitably, together. But this is at best a transitional stage. Unless editors reckon with the fact that the internet presents not just a new way of distributing texts but a new way of making them, plate techtonics will continue to destabilize the publishing industry until it breaks apart and slides into the sea.