19
February
2010

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Blank sheets

Rod’s been exploring writing fiction with Twitter, exploring its “office-desk rather than kitchen-sink realism“. He goes on:

Or rather: I wanted to start from that realism, because no-one, when they write “running” on Twitter, is actually running. They’re reporting after the fact, announcing an intention, or fabricating. Which is the second interesting thing – Twitter’s performativity. Twitter is as much theatrical performance as conversation. Un-realism.

So: a story empty of character and reasonable plot, and a blank-sheet MacGuffin. A story for an audience of 85, and a tentative use of direct messages that only a few of the audience will receive.

I didn’t know it was happening until it was, if you get my drift; messages from a commute slowly turning into narrative as the day went on. Seeing it all joined together is both a revelation and a dilution: a story laid out, but divorced from the trickle that made it so compelling.

(Rod also tips a hat to my Twit 4 Dead bots, which is very kind of him. I’ve slowly been poking at a new set of zombie-hunting narrative bots; the new ones have a few new features to enable better storytelling – notably, the ability to have responses specific to one another, rather than only specific to the situation. The main use is so that they can tell Ellis to shut up, but I’m thinking I’d like to apply the acting framework to an original work. That might be a long way off, though. But: thoughts worth jotting down).

21
November
2009

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22
October
2009
  • Now that Net Yaroze has closed its doors, Edge catch up with some former Yaroze developers; they have some interesting things to say on the state of games education in particular.
  • "[Our heroine's] name is Marta Louise Velasquez, and she’s quite possibly the most unpleasant female lead character in the history of gaming. She’s also what makes TD2192 worth remembering." Indeed, I have many. She did not lead a happy life, I'll give Richard that.
  • "Critical thinking is the key to success!" Professor Layton is on Twitter. Officially. This is good.
  • why do it? To borrow from the site's About pages: "First, it will help you find shows that others have not only watched, but are talking about. Hopefully it'll throw up a few hidden gems. People's interest, attention and engagement with shows are more important to Shownar than viewing figures; the audience size of a documentary on BBC FOUR, for instance, will never approach that of EastEnders, but if that documentary sparks a lot of interest and comment – even discussion – we want to highlight it. And second, when you've found a show of interest, we want to assist your onward journey by generating links to related discussions elsewhere on the web. In the same way news stories are improved by linking out to the same story on other news sites, we believe shows are improved by connecting them to the wider discussion and their audience." Dan Taylor explains Shownar from the BBC's perspective
  • "Shownar tracks millions of blogs and Twitter plus other microblogging services, and finds people talking about BBC telly and radio. Then it datamines to see where the conversations are and what shows are surprisingly popular. You can explore the shows at Shownar itself. It’s an experimental prototype we’ve designed and built for the BBC over the last few months. We’ll learn a lot having it in the public eye, and I hope to see it as a key part of discovery and conversation scattered across BBC Online one day." Matt talks about Shownar on Pulse Laser.
  • "Shownar tracks the online buzz around BBC shows. It's an experimental prototype and we want your feedback." What I've been working on in the first three months at Schulze & Webb, and is now live. Exciting!
24
June
2009

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  • "Valve subtly guides the player’s attention toward significant events and objects by using elements naturally found in the game world. This allows the player to retain control of their perspective without getting lost or confused, and contributes to an overall immersive experience." Matthew Gallant puts together a nice selection of screengrabs to illustrate Valve's craft.
  • "There was an implicit value judgement in Greenfield's talk between the "purely sensory experiences" of raves or today's computer games, and the cognitive activities of reading a book or listening to a symphony, which, because they make us "see one thing in terms of another thing", involve a more mature mental engagement. For Greenfield, the Beethoven was a higher experience because it offered an "escape from the moment", where a rave was about losing yourself to the "thrill of the moment". I think that's a flimsy distinction, since both are about submitting to the sensory power of music. I'd like to see the difference in brain activity between somebody "escaping" life's mundanities and another person "thrilling" to the implacable now of the beat."
  • "I thoroughly enjoy the more real time nature of these diary fragments popping up among my friends’ updates. It’s easy to picture @samuelpepys conducting his business and pleasure, travelling around London — from his home near the Tower of London to Deptford to Westminster — when he’s updating you on his progress during the day." Phil on the joy of small updates from things that aren't (quite) people.
  • "Sony acts like a character in a Charlotte Brontë novel–they seem to think they have an entire lifetime to seize the moment."

Links & notes for this month

Endnotes