In the Netherlands media literacy is often called “media wisdom”, which refers to the skills, attitudes and mentality that citizens and organisations need to be aware, critical and active in a highly mediatised world.
Wisdom. What we really mean, what we have always meant, is wisdom.
Now, like other Quantic Dream games — Heavy Rain, Indigo Prophecy/Fahrenheit — Beyond: Two Souls can pretty fairly be described as a game that is not trying to engender laughter. It’s a serious game about 15 years of its main character’s life in which serious things happen. Like being abandoned by her parents to be raised in a secret lab, and fighting Very Bad People in the Third World, and then discovering that maybe the Very Bad People weren’t who she was told they were. Also, there’s a ghost who follows the main character everywhere. Did I mention the ghost?
There are also big problems with the game. The nonlinear structure of the game’s chapters doesn’t appear to be very well thought out. For a character-driven story, none of the characters are particularly realized. I’ve heard more than one person comment that it appears at times that the writers have never actually had a conversation with another human being. I haven’t even mentioned the “Navajo” chapter, in which the white main character saves a Native American family by recovering the rituals of their people, and, um, yeah.
But for all this, I found myself laughing at the end of the game. Not screaming, not throwing my controller at the TV, laughing. Somewhere, at least for a minute, Beyond: Two Souls had crossed the line separating the ridiculous from the sublime, and that, for me at least, was a striking event.
While videogames are built on over-the-top, excessive worlds, where if one of anything is good, fifty is better, I’ve almost never seen a discussion of a game in terms of camp — Read more…
This is the new Snarkmarket. I want to welcome you inside, and tell you how we got here.
Five years ago today, I joined Robin Sloan and Matt Thompson at Snarkmarket.com, a two-person site they’d built to write about media, the future, and everything else. It was the site’s fifth anniversary. (It was also the day Barack Obama was first elected President of the United States.) For five years, I’d haunted the comments at Snarkmarket, writing responses longer than the posts themselves; now I was being asked to join the show.
It may be a strange thing to wrap our minds around now, but being a member of a popular but noncommercial blog in 2008 was a very big deal. Nobody was getting paid, and nobody was doing what was recognized as “work,” but it was a platform that brought two things with it:
Writing for the best, smartest, most playful community of commenters on the internet;
Access to the wider Snarkmatrix, the readers who’d followed the blog from the start, back before there had been so very many of us, and many of whom had fallen upwards to positions of influence and responsibility.
Snarkmarket gave me a fighting chance of writing about something besides university books for a university audience. I felt like I’d won a lottery ticket. And for the next two years, that kicked off my favorite period in the history of the site: when we made New Liberal Arts, when Robin improbably became a bestselling novelist, when Matt returned from the midwest to help reinvent blogging for NPR, when I even more improbably became a technology journalist at Wired and then The Verge.
But as the three of us were pulled into our thirties, and that decade’s corresponding commitments, and as much of the discussion around news and ideas began to shift away from user-owned blogs to new media properties and superheating social networks, Snarkmarket entered a new phase. During this time, Robin called Snarkmarket “a hardy desert ecosystem.” The site proved infinitely adaptable, but its visible flourishing diminished.
As we approached our tenth anniversary, Matt and Robin and I had an idea. We would make the Snarkmatrix — our community of readers, commenters, friends, well-wishers, lurkers, and musers — manifest. We would assemble at the Poynter Institute, where it all began, as Matt and Robin decided to start a blog. We would celebrate Snarkmarket’s tenth birthday with the people who’d made it possible.
But — and this is where the hardy desert ecosystem metaphor becomes especially useful — we also took the Snarkmatrix underground. We started doing weekly meetings — a Snarkseminar — where different members would bring to the group ideas, problems, texts, videos, questions for the group to discuss and respond to. The whole thing was Powered By Google; we’d doodle on a Google Doc each week with marginal notes, conduct a live hangout. Whoever could come was welcome; if you couldn’t make it, no harm, no foul. And it was exciting to see what we could do with those tools, in that smaller space, with two or three dozen people actively collaborating on an idea rather than two or three guys (however skilled we three might be).
And for a while, we thought that would be where it would end. A victory lap for the community we brought together, a reward to people who’d found us, whenever or however they found us. And a reward for the three of us, a big party in Florida with our best friends and biggest fans.
We thought we’d get a little Kindle single out of it — here are the products of our labors, a set of final projects for the Snarkseminar, created by the community online, hammered out face-to-face. And that was exciting.
But then we thought: what if we go bigger?
What if the point of the tenth anniversary of Snarkmarket wasn’t to present its tombstone, but to bring it back to life, bigger and stronger and bolder than ever? And what if the mechanism for its resurrection was right in front of us — the core community of Snarkmarket readers and commenters, to many of whom the site (and the ideas animating the site) meant as much as it did to us?
What if the tools we needed to create a fun, participatory, community-driven blog were available to us, and what if this time, right now — the age of social media, the age of the new, big-business online media company, driven by ads and scale and Hadoop nodes and dataviz and all that marvelous crap — was to double the fuck down on the enthusiast, curated, small-n multiuser blog? What if it was time to go full MetaFilter?
So that’s what we’re doing. Five years ago, Snarkmarket went from two editors to three. Now our community is growing by dozens. You’re going to see a lot of new writers here — but if you’ve been a long-time reader, they won’t be strangers. You’ve been seeing them in the comments for years.
We’re also building new tools and interfaces to try to take advantage of this newfound swarm of talent. We’re going to have collaborative stories, inline glosses, conversational forks. We’re going to try to reimagine (with the robust tools we already have, tweaked by some of our design geniuses) what a group blog looks like, and what it can do for the reader.
And that’s just the beginning. If we do this right, is a collective that will be continually throwing off new objects like sparks from a hammer on hot steel. Some of those will be objects you can participate in making. But for now we’re settling in, seeing what this new Snarkmarket can do.
There’s been a lot of discussion in the last few months as new sites have launched, also trying to do new experiments in online writing and reading in 2013. “Is ______ a platform or a media company?” is the new “Are bloggers journalists?”
Snarkmarket is proudly neither a platform nor a media company. It is a community of friends and colleagues, allies and advocates, learners and thinkers, who have gathered together for mutual aid, support, and encouragement, and experimentation. The visible expression of that community is now, as it has been, what you see at Snarkmarket.com. We want you to join us as a commenter. We want you to cheer us on. We want to cheer you on. We want to know what you think. We’re ready to try anything. We’re ready to see what’s possible.
Where do you think the comic strip fits in today’s culture? Personally, I like paper and ink better than glowing pixels, but to each his own. Obviously the role of comics is changing very fast. On the one hand, I don’t think comics have ever been more widely accepted or taken as seriously as they are now. On the other hand, the mass media is disintegrating, and audiences are atomizing. I suspect comics will have less widespread cultural impact and make a lot less money. I’m old enough to find all this unsettling, but the world moves on. All the new media will inevitably change the look, function, and maybe even the purpose of comics, but comics are vibrant and versatile, so I think they’ll continue to find relevance one way or another. But they definitely won’t be the same as what I grew up with.
Much of Homestar Runner’s animation is fairly rudimentary stuff. Arms go up and down. Mouths flap open. Characters stand in place while the background races past them to indicate movement. But all of that belies the program’s true strength: terrifically designed, perfectly written characters. The weirdos that populate Homestar’s world aren’t drawn from animated kids’ shows or even children’s books, but from another great American art form: the newspaper comic strip. As with Peanuts or Pogo, the characters may have hidden depths, but they’re largely defined by striking, singular personality traits. Homestar is the good guy, and even if he’s a bit of a nerd in the process, he’ll always return to that basic decency. Strong Bad proved too slippery for the antagonist role and ended up becoming something like a 10-year-old boy’s conception of everything that is awesome in the world. His brothers, Strong Mad and Strong Sad, were just what they sounded like. Coach Z was motivational, in his own weird way. The Cheat was basically Snoopy.
(Last week, I read Priceonomics’ “The Supersizing of American Education” on Facebook. I started to write a Facebook comment on it. Then — as you guys often know happens to me — the comment got out of hand. So I posted it on my own Facebook page, and now I’m posting it here. — TC)
The problem with the formulation “even the recession hasn’t stopped the flow of money into American higher education,” as well as the economic lesson that this article draws (the underlying problem is revealed to be federal subsidies) is that well, it’s just not thinking very hard.
First, the recession has increased economic anxiety (for both parents and kids). This leads job-seekers to seek shelter, and helps create a boom in higher ed — hey, if I can’t find a job, at least I can get MORE SCHOOL! And I’ll definitely have a better chance of finding a job in THIS economy if I have more and better education, right? (Note: this is more or less true, but in a way that’s so bound up with hidden variables that the economic logic becomes self-defeating.)
Meanwhile, the state subsidies for public higher education have fallen away, which is partly ideological, but I’ll go ahead and concede is mostly a product of the last decade-plus’s financial and economic problems. Which leaves federal subsidies and, especially, enormous amounts of federally-subsidized private debt. And it also means the gap between public and private higher ed isn’t as large as it used to be, so more kids are applying to private schools.
And last, there’s tremendous demand for American university education worldwide, and both state and private universities are rushing to fill it. Globally, American higher ed is cheap and amazing for the world’s super-rich (and even its not-so-super-rich).
So basically, over the last twenty years, American higher education has become like apartments in Manhattan: a bizarre macroeconomic experiment where a mix of public and private subsidies, huge economic anxiety and inequality, unprecedented national interest and demand, and unbelievable and wildly distorting international interest and demand all combine with genuine improvement in both the substantive quality and superficial prestige itself, creating a cost spiral that will eventually destroy the system for everyone except the people who are wealthy enough that they don’t really need it anyways.
Meanwhile, the overeducated and underemployed are everywhere, piling up on every street corner, like so many Starbucks and Duane Reades, each of them individually a good idea, each flocking to the meritocratic promise of money and success like moths to flame, collapsing under their own weight, desperately grasping upwards, trying to collect just some of the wealth and meaning and stability that is always just around the corner, always just barely out of reach.
And somewhere, too, we are all receiving what on its face seems like very persuasive advice to look down at their upraised hands and whisper, “No.” And we forget that there was ever another way.
Some of you are saying “just thirteen?” and others of you are saying “AUGHHH I’ve already seen thirty-teen opinion pieces about Jeff Bezos buying the Washington Post and nobody KNOWS anythng, just make it STOPPP.” Whether you’re either of these: don’t worry. Here, we’ll just do three.
written by me (with Matt’s and Robin’s voices in my head)
about the future of media
leans heavily on a rich storytelling reference (in this case Citizen Kane)
mixes and matches historical trend lines with a kind of literary, empathetic imagining of the future.
Second is Rusty Foster’s story at The Awl, which foregos traditional analysis for a full-on science-fiction phantasia peppered with philosophical ruminations:
I lay out Mr. Bezos’s single-use titanium microfiber undergarment and jumpsuit for the day. The truth is there isn’t much for a robot butler to actually do here in the Flying Dragon Lair. Ever since Mr. Bezos moved his home and business headquarters to the cloud, above Mt. Rainier, everything has pretty much run itself. Even laying out his clothing is largely a ceremonial duty. We used to work much more closely together, Mr. Bezos and I. I have been with him nearly since the beginning, and he relied on me for everything back then. But now, sometimes weeks go by and I don’t even see him.
Then our rockets descend from the cloud back to earth, with Dave Pell’s is-he-or-isn’t-he serious tweet, posted just now:
The best thing Jeff Bezos can do for The Washington Post is to figure out how to bring classifieds back.
I don’t know how exactly that’s a viable evolutionary strategy for the Bezos-owned Post (and as you see if you read my longer post, I think it’s actually pretty important that the Post business is separate for Bezos from Amazon rather than some enchanting yet-unborn hybrid) but… come on, that kind of totally technology-driven personalized market is clearly the game-theoretically dominant strategy for Amazon, right? And when you scratch the surface, it’s just dark and thrilling and Ned-Beatty-toward-the-end-of-Network-updated-for-the-21st-century enough to be true, isn’t it?
I kicked off this week with a big, messy post about, basically, fan fiction. Now that I’ve talked it through a bit with my incredible fellow seminarians, I think my questions boil down to: What are the aspects of a creative text that are most conducive to fostering fan fiction? and How do those attributes translate to nonfictional domains?
Here are the boundaries I’ll draw around my curiosity:
I’m more interested in creative responses to discrete creative works (e.g. this in response to this) than I am in creative stuff made with creative tools (e.g. this built with this). That is to say, I’m less interested in the general phenomenon of people building things with games or tools that are about building things (e.g. what makes Legos so conducive to worldbuilding?).
I’m more interested in the wealth (in all dimensions) of responses a work produces than in the inherent creativity of the work itself — the world built on top of or in response to a thing, rather than the world of the thing.
I’m (ultimately) most interested in how these attributes of creative works apply outside the most familiar domains of fan fiction such as fantasy fiction, Star Wars, etc. I’m curious, for example, how one makes nonfiction that produces fan-nonfiction.
Some familiar examples of the types of creative responses that strike me as fitting into my framework of what I’ll call “world-extensions” are modding (EG), fan fic (EG), and cosplay (EG).
Some of the more unfamiliar examples that strike me as possibly alike enough to cluster with these things are:
An interplay of visual artworks, like the Picasso and American Art exhibit, and particularly the range of artistic extensions of / responses to “The Studio.” (Including Picasso’s own extensions of that artwork.)
Op-eds and punditry in major national newspapers and the sort of mirror-world that pundits fashion in concert with one another. (Thanks, Robin!)
Lastly, here are some of the nascent hypotheses I’m forming about aspects of a work that can help bring about world-extending:
Expansiveness and/or continuity: The world should feel big and open enough that folks feel there’s room to play with it.
Strong, recognizable systems: The rules and boundaries of the world should feel solid enough to provide a common structure to any world-extensions.
Focus and blurriness: It seems important that there are areas of the world drawn in fairly vivid detail, but also aspects of the world presented only suggestively. Things to grab onto, and things to fill in.
Fandom: This kinda goes without saying, but the work needs to have enough attractions that a critical mass of folks will fall in love with it.
There are a few other dimensions I haven’t reached the hypothesis stage for:
What’s the effect of otherworldliness? Are works of fantasy more conducive to world-extending than works based more solidly in reality?
How much of world-extension is related to things such as age and gender? We all seem particularly interested in extending worlds when we’re young; does the desire dissipate as we get older and busier?
What about the degree of user/reader/watcher/listener investment in the text? To inspire fan-fiction, is there possibly a sort of attentional summit that, once ascended, begins to tunnel the person deeper and deeper into the world of the text?
Today and tomorrow, I’ll be crashing the #worldbuilding tag on Twitter to explore some of these questions. Do join me!
This entry begins my week in the Snarkmarket Seminar, but even if you’re not a seminarian, you should feel welcome to comment here!
Hello. I’ve dubbed my lecture in our ongoing Snarkmarket Seminar “Worldbuilding: Mutual Acts of Creation.”
Before we continue, I’m going to ask you to play a game called Parameters, for at least 20 minutes, or until you beat it, whichever you prefer. I’ll warn you that the game is pretty cryptic, so you’ll probably need to click around for a while until you start to get the feel of things. But I’d ask that unless you completely hate the experience, you give it about 20 minutes before you give up. Here’s the link.
You can play for as long as you’d like, and truthfully, you don’t have to play to engage with the questions and ideas I’ll be presenting here. But I think it’ll help. So I’ll pause now, and wait for you to return.
How was that? Was it fun? I genuinely want to know, so if you’d pause one more time and take a quick survey — which you’ll find here — I’d appreciate it.
In case it’s not clear, Parameters is basically a spreadsheet. That’s reductive, of course. There’s a lot more to it than your average spreadsheet. And clearly plenty of thought went into the feeling of the game-ish aspects of it, the way the money and experience come bouncing out of the boxes all random and fun, the little animation of attacking the boxes with your mouse and watching the colors recede and rebound as you click.
But a determined developer with some time, elbow grease and Google Apps Script could probably create something reasonably close to Parameters in a Google Spreadsheet.
When I play Parameters, though, I recognize it as a deconstructed version of every role playing game I’ve ever played. So let me talk about role playing games — RPGs — for a second.
This is the opening scene to the game Skyrim — a pretty recent RPG. I’m just going to shut up for a second and let you watch it.
To me, this is kind of gorgeous and cinematic — slowly waking up to this wintry world, bound in the back of a wagon. As a player of the game, you have very little agency at this point. You can look around, but that’s about it. As the first 10 or so minutes of the game progress, they’ll start taking off the training wheels and unveiling more and more of the game’s controls bit by bit. This allows you to get a handle on the game’s basic mechanics and storyline before they send you out into this incredibly detailed world.
But once that tutorial is done, part of the majesty of the game is how thoroughly rendered it all is. Every tree, every mountain, every path that you’ve glimpsed during this little opening segment is a part of the world you’ll be able to visit and interact with. Many of the plants you pass along the side of the road during this opening wagon ride are actually available to harvest later if you’d like.
Skyrim is so extraordinarily detailed, you could actually sort of live in this world if you wanted to. You could buy a house, make a living for yourself hunting animals and selling their pelts to merchants, find a partner, get married. But so that you don’t get overwhelmed with all of that at the start, they introduce you to that world this way, bound by your digital hands, encountering one by one all the incredible varieties of things you can do.
It’s a pretty sharp contrast with Parameters, isn’t it? That opening screen written in Japanese wasn’t really that much more helpful to me after I found the “English” button. It’s hard for me to think of two more different introductions to a game than these.
Yet Parameters is essentially Skyrim boiled down to its basic essence. I’m being very reductive when I say that, but on a fundamental and important level, it’s true.
The fundamental structure of both of these games goes back to Dungeons and Dragons, and probably even before. You’ve got your hit points, your stats like attack power and defense power and endurance, you earn experience and gold by plundering caves and fighting enemies (or in Parameters’ case, yellow boxes). Parameters even presents the classic RPG phenomenon known as grinding, where in order to defeat more advanced enemies, you spend time hunting down and earning experience from lesser foes.
So when I first found myself playing Parameters and getting the basic concepts, I quickly started imagining that RPG world. I saw the boxes as monsters and the locked black tiles as caves. I pictured the big box at the bottom of the screen as a dragon. The squares that let you pay to up your stats or purchase keys I saw as your classic merchants. All of these basic elements that you’d find in Skyrim or a Final Fantasy game or any other RPG are present in this game that’s basically a spreadsheet, and being familiar with this language, I found myself visualizing it in my head.
This brings me at last to what I’m most interested in: that imaginative act.
My thesis is that works like Parameters and so many other texts similar and not involve two mutual, symbiotic creative acts — the world constructed by the author, and the world constructed by the reader.
By reader, of course, I also mean user, listener, watcher … this is “reader” in the sense that Beck might have meant it in his recent un-album “Song Reader,” which I’ll come back to in a minute.
What I’m most particularly interested in is that second act of creation, the world the reader creates.
Had I the talent and know-how, I could probably even take the world that Parameters inspires in my head and actually make a game engine that actually renders that big ol’ box at the bottom as a moving, fire-breathing dragon.
And then I would have created Skyrim.
But of course users actually do this with Skyrim! The game inspires them to build these hugely time-intensive, significant worlds on top of the worlds the game’s developers have already constructed. They’re called “mods.” There’s a mod for Skyrim that even turns the world of the game into the world of Game of Thrones, the HBO series based on George R. R. Martin’s series of fantasy novels.
That type of creation — modding Skyrim — is basically a form of fan fiction, which is the most obvious manifestation of this creative act I’m talking about. And this is one of my first and biggest questions: What are the conditions that best inspire fan fiction? Why do things like Skyrim and Game of Thrones provoke people to spin out these stories into these enormous extended universes? How does a creative work inspire so much creativity in its audience?
I’m interested in the fact that Parameters sparks this vivid world in my head, but I have no real desire to further manifest that in any essential way. It would seem that the difference between something like Parameters and something like Skyrim in terms of inspiring further output is that Skyrim gives you the foundation of this incredibly rich and detailed world. You don’t need to build the engine to turn the box into a giant dragon, the game’s engineers have already spent significant effort on doing that for you.
But then I think about Scott McCloud and his simplicity theory for comics, which suggests in part that the more room the author leaves us to imagine something, the more we can and do imagine, and so the more we can project ourselves into a world. He points out that our brains are hardwired to scan the world for this pattern: two dots in a circle. And that for most of us, we can’t see that pattern without imagining a face. This is why McCloud says he draws himself so simply: to help his readers with their worldbuilding. To give them more freedom to imagine him, and therefore to empathize with him.
It feels like this idea clashes with what happens with worlds like those of Skyrim and Game of Thrones, worlds so detailed, they’d ostensibly leave the reader little space to imagine on their own. We’ve seen Skyrim’s depth, but let me talk about Game of Thrones for a second.
This is one of those fantasy universes so richly drawn that the show’s producers have actually hired a nonprofit called the Language Creation Society to manufacture one of the languages used on the show. There’s a blog about making this language, named after the language itself: “Dothraki.” If you’re a nerd like me, this blog is actually sort of fascinating, delving into how the fictional history of George R. R. Martin’s fantasy universe would likely have unfolded linguistically, based on what we know about how languages evolved in our world. I’m going to quote a snippet:
According to ancient lore, the Ghiscari Empire fell some 5,000 years prior to the time of action in A Song of Ice and Fire. The empire warred five times with the Valyrian Empire, ultimately falling each time because the Valyrians had dragons. After the fifth war, the Valyrians decimated the old city of Ghis, burning down the buildings and salting the earth so that none would ever return.
So what happened then? Well, Ghiscari had been the language of the empire. As the diaspora spread, the Valyrian Empire took over (until its untimely fall several thousand years later), and the High Valyrian language supplanted the Ghiscari language.
Naturally, what would have happened is that the residents of Slaver’s Bay who spoke Ghiscari would have gradually moved over to High Valyrian, creolizing it along the way. It seems likely that an aristocratic class would have maintained a working knowledge of actual High Valyrian to use with emissaries from the Valyrian Empire, but the day-to-day language would have evolved in a way similar to French or Spanish (i.e. not like either of those languages, but evolving in the way that those languages evolved from Latin).
The post goes on to share some of the Dothraki dialogue that would show up in the Game of Thrones Season 3 premiere.
There are 46 comments on this post.
This is how many worlds have been spun out of that first giant world created by George R. R. Martin. A blog based on a language based on a show based on a series of books — each thing a whole lovely world of its own. This all suggests that rendering a world in extraordinary detail doesn’t seem to prevent others from building worlds of their own on top of it.
So there’s another question for you: what is the relationship between how detailed a world is and how much worldbuilding it inspires?
I’m interested in stories that cause their readers to build worlds because I’m interested in endlessness — for a long time I’ve been obsessed with stories that beget stories and worlds that don’t have boundaries. If you’ve been with Snarkmarket since the beginning, you probably recognize this as a theme of my thought.
I once thought it would be really fun to get a job managing the digital components of the show Gossip Girl, because of the worldbuilding potential there. I said:
Here you’ve got a television series that purports to be fully post-media — the central conceit of the show is the title character’s blog, which all the show’s characters interact with constantly from a stunning variety of mobile devices. Although it struggles for Nielsen ratings, it was picked up for a full season allegedly because of its popularity on iTunes (indicating where the series’ audience is). And importantly, the show’s entire telos is allowing its audience to eavesdrop on the lives of a glamorous subculture.
If any television show could have led the way for an immersive, cross-platform handoff between the boob tube and the cybertubez, Gossip Girl is it. We should be able to sign up for text alerts from G.G.’s blog, pinging us with the scandalous goings-on of the show’s principals. Whenever all the characters in the show are reading a missive from Gossip Girl on their cell phones, we should be able to read it on ours! There should be a Gossip Girl version of the Gawker Stalker, mapping the travels of Manhattan’s elite across the Upper East Side! The show’s website should be a dizzy wonderland of interactive innuendo, filled with voices (some, of course, claiming to be from the show’s fictive universe) commenting on the antics of the characters, all helping to compose and extend the show’s mythology.
So far I’ve only really discussed fictional texts, but of course I’m interested in things other than fiction. I might even be mainly interested in things other than fiction.
I think there’s something about texts that demand a lot of a reader — texts that require an investment just to enter the world of the text. It might be that that investment, once committed, is itself a spark to start creating. Parameters and Game of Thrones are both like this, in different ways. In Parameters, the demand is the opacity of the rulesystem; you have to spend some time just figuring out how it even works. In the case of Game of Thrones, it’s the very extensiveness of the world that makes it demanding, particularly if you’re actually talking about the books. But even the television series will stretch out over dozens of hours.
But then there are texts that require creation to even get into the game, like Beck’s “Song Reader,” which I mentioned earlier. This is Beck’s most recent collection of music, only it’s not actually an album, it’s a book of sheet music.
“Song Reader” fascinates me because it combines a pretty old phenomenon with a very new one. At one time, this type of thing was the entire music industry. Before records existed, artists didn’t release recorded music, they released sheet music. A piano was as ubiquitous a fixture in middle class homes as a speaker system or radio would be today. When a new song was released, you’d buy the sheet music, run home, and play it with your friends and family — a thousand little concerts happening in a thousand little homes.
But today, we’ve got this enormous, super-popular infrastructure not just for playing these songs, but for sharing them worldwide. Each of those thousand little concerts is likely to get uploaded to YouTube. You can’t really call them “cover versions,” ‘cause there’s no original, per se. So this, this right here, this YouTube query for the song “Old Shanghai,” is basically the equivalent of the single. This strikes me as a sort of worldbuilding as well.
Of course, several video games work this way, such as Minecraft and SimCity. They’re games that are actually canvases for creation. They’re more toys than games, even, like Legos or dolls. I think any creator can learn a lot from these things. But for the purposes of this discussion, I’m most interested in texts that are both discrete creative works in themselves and tinder for the creativity of others.
Another question: is worldbuilding always valuable? I wonder about works whose creators actually sort of resist the act of worldbuilding. Mark Rothko, for example, asked viewers of his art to consider his works as complete, self-contained entities, not as landscapes or references to things outside the canvas. But whenever I see one of Rothko’s large, suggestive canvases, I almost can’t help imagining it as a window into a world. To do that, I have to consciously try to shut down the impulse in my head to read it as a landscape, to just dial it back to colors, textures, moods, and scale and that actually sort of disrupts my experience of the art. Let me build a world out of this, I want to tell Mark Rothko. But of course, he can’t prevent me, so I do.
Journalists — particularly investigative journalists — are in the business of worldbuilding, whether or not they realize it. They’re trying to discover and connect facts in order to create a model of our own world, to understand it better.
Just this week the International Consortium of Investigative Journalists (by the way, this is basically a shameless plug for their work; I’m on the board) released a massive investigation in partnership with news organizations across the world giving us a look at the shadowy domain of offshore tax havens. This is a corner of international society that operates in near-total darkness. Wealthy individuals tend to pad their offshore holdings with layers upon layers of intermediaries and puppet companies. Much of this is perfectly legal behavior to protect giant wads of capital, but some of it is intended to obfuscate laws and cloak illicit businesses. Because it all happens in this shadow corner of the world, it’s very difficult to figure out what’s what.
Like many investigative projects today, this one has at its center a gigantic database, one that actually dwarfs the US State Department cables released by Wikileaks. So investigative journalists from all over the world partnered to take this data and construct it into a faithful and quite detailed model of reality.
When we crowdsource an investigation like this one, releasing a giant data set and ask people to play with it, what I think we’re asking them to do is build a world with us, to participate in the mutual acts of creation. To create fan nonfiction.
So there’s the essential question: How do authors of all kinds inspire readers of all kinds to build worlds? What are the magic ingredients of a creative work that let it yield more creative works?
As you can tell, I’m leaving you with nothing but questions. But I haven’t yet questioned my premise itself. Is what I’m calling worldbuilding actually just creativity — is it just that creativity begets creativity? — or are these actually overlapping but distinct concepts? And if there is a difference between worldbuilding and creativity, is it merely that some of the worlds we create manifest themselves as works of their own rather than just sounds and images in our heads? So then how do you create something that cultivates that leap from the imagination to the canvas?
Thank you for playing, watching, listening and reading. I’ll see you in the comments.