Unplaces

12 May 2013

Two things I’ve noticed about a lot of things I’ve been reading recently: their formats, and their topics.

I’ve been reading a lot of shorter things. I think that comes down to having a lot on, and not always being to devote the brain-cycles (even if I have the time) to large, ongoing works. So I’ve been diving into short stories – notably, George Saunders’ most recent collection – and the Kindle Single, which appears to be reviving the novella for the early 21st century.

50-100 pages is a really nice length for fiction – longer than the ultra-tight focus of a short story, but still confining enough to give it a focus that novels don’t always have. It also means you can finish something in a single hour, which is, I think, why I’m warming to these so much: I get the satisfaction of finishing a lot of fiction without committing to the emotional and time demands of a novel.

But going beyond the format, I began to see echoes in the content.

Towards the beginning of the year, I read Nicholas Royle’s First Novel. I’m a big fan of Royle’s fiction; I can never tell if I’m in a minority, or if it’s just underrated. This might be my favourite book of his yet. Perhaps the most unsettling, too. It is very aware of its status as fiction, and yet the tale of an author who teaches creative writing at a redbrick university begins to feel like it’s slipping into an autobiographical mode… until it lurches, and you begin to worry for Royle’s own sanity – which is, of course, part of the point of that perspective; he’s playing with you, and completely in control of the fantasy of the novel. The way it jars with what we know of reality is part of what makes it work.

The frequent trips to sit in parking lots on business parks reminded me a lot of Marc Augé’s non-places, and as I say that, I realise that all these books and stories are about unplaces of one kind or another. The parking trips interrupt the flow of the narrative, punctuating it with emptiness. these episodes set the increasingly unsettling tone, which the main narrative picks up and runs with in the final act, and you realise that whilst various events of the plot were red herrings and blind alleys, the tone of events up to this point has been very carefully focused on producing a singular sensation.

It’s a similar conceit to Nic Roeg’s direction of Don’t Look Now: whilst the A-plot marches forward, the bodies dredged from the Venetian canals serve primarily to set tone – Venice, beautiful Venice, becomes unsettling and unpleasant, all dark alleys and a serial murderer on the loose. The murderer is seemingly unrelated to the A-plot, and yet in the final act, Roeg brings this background action into the foreground… only to prove how unrelated it is in the closing scenes. I know Royle is an admirer of Roeg, and there’s something of Roeg in his plotting.

What’s really stuck with me, though, is the depection of familiar spaces to the point they become unfamiliar. That also emerged in Keith Ridgway’s The Spectacular, a Kindle Single about a literary author trying to construct a pulpy thriller around the Olympics to finally earn some money. The character’s obsessive research begins to take him down some strange routes, and as he begins to emulate the terrorist (if only in his imagination), the shape of the world changes; he sees it differently. By the end, when the plot takes a sharp 90º turn, the author decides he may as well roll with it; reality has shifted far enough in his head. Rod has written about this book before, and I loved it – very topical, somewhat strange, and depicting 2012 London (very familiar to me) as if it were a foreign country.

That notion of the familiar and the unfamiliar then came to a head in M John Harrison’s Autotelia works – firstly In Autotelia, featured in Arc 1.1, and then Cave and Julia, available as a Kindle Single.

Autotelia is another country, and they do things differently there. It is not just foreign; it is the most foreign; actions, events, emotions; all are different in Autotelia. A place one goes to feel different. It is abstractly distant – connected not geographically, but through some kind of transition zone; it is a place you can go to but it doesn’t appear on a map. And as such, it manages to be familiar and unfamiliar all at once; ageographic, ahistoric. Unfamiliar histories leak out of it. (It also bears a little resemblance to Christopher Priest’s Dream Archipelago, and it’s no surprise that The Affirmation was one of my favourite books from last year, and one that has already become dear to me).

It helps that Cave and Julia is written in Harrison’s wonderful, sparse, prose. I’ve been reading a lot of his work recently, and am growing to love his use of language, his knack for description in such little space. His blog is worth a subscription – fragmented prose leaks out of it, and the quotations and excerpts stand shoulder to shoulder with blogposts and even short fictions; it becomes hard to tell which is which, which is old, which is new, and is better for it.

And: I think, based on things written in a variety of places, there’s some degree of social overlap between these writers; Harrison and Royle seem to know one another, I think.

I mainly wanted to jot this down because, over two months, I kept going back to similar spaces in similar short fictions, similar notions touched on in different stories by different writers with very different intents, and I wanted to jot them down – because if you like one, you’ll probably like the others. A series of stories all, in their own ways, about unplaces.

  • "Though I lost the original notebooks, I still have the journal. It stood in a complex relationship with, and served as a feeder for, the actual writing of Climbers, which went on concurrently elsewhere; also as a record of one of happiest and most productive times of my life. The pages were carefully numbered. The photographs, especially polaroids, have become faint and dark-looking at the same time, tinged with purples and greens not present in the lived scene." Beautiful documentation of work in progress.
  • "Truth be told, I’m a bit tired of pixel art, but work like this aspired to transcend mere pixels. And I think that’s why it still packs a punch for me today. It’s evidently not content with the paltry colour depth and resolution it’s forced to use. It’s not about celebrating its form, unlike today’s pixel art, which is all about the form and evoking aesthetics of the past without quite nailing their fundamental nature. Instead, these backgrounds are all about what they depict – little scenes, ripe with little stories and humour, and inflected with travel pornography." Great writing from Alex, and a lovely cherrypicking of the selection. I am not a huge SNK fan, systemswise, but I adore their background art – and have a particular fondness for the whole package of Garou: Mark of the Wolves. This post does a lovely job of explaining why.

Within those terms, able

14 April 2013

Harrison is often called a “writer’s writer”, a compliment that can cut both ways. How does he feel about this? In reply he describes the “practice crag” found in almost every Peak District town or village. “It may not be much higher than this room,” he says, “but every single way of getting to the top of it will have been worked out over 50 or 60 years.” At the same time, there will always be “some last great problem that nobody’s solved. The guy who will solve it may not be the best climber in Britain, but the best climber in Britain will turn up one day in the summer to watch the local guy who can do it. And I always wanted to be that local guy, as a writer. To be that technical, that familiar with a certain locality, and within those terms, able.”

From M John Harrison, a life in writing, by Richard Lea.

I’m reading a lot of Harrison at the moment – and anticipating Climbers a great deal. This struck me firmly, especially as I think about my own creative process.

  • "In class I do this drawing of this big mountain, that I call Hemingway Mountain. And talk about how, early in my writing life, I just wanted to be up there near the top. And then I realized: Shit, even if I made it to the top, I'd still be a Hemingway Imitator. So then you trudge back down—and look, there's Kerouac Mountain! Hooray. And then it's rinse, lather, and repeat—until the day comes when you've completely burned yourself out on that, and you see this little dung heap with your name on it, and go: Oh, all right, I'll take that—better to be minor and myself. So that is painful. Especially at first. But it's also spiritual, in a sense—it's honest, you know. It’s a good thing to say: Let's look at the world as it is, as opposed to the way I'd like it to be. Let's see how the world seems to me—as opposed to the way it seems to me, filtered through the voice of Hemingway (or Faulkner, or Toni Morrison, or Bukowski—whoever)." This whole interview is great, but as a creator, I liked thinking about this.
  • I won't do Timo a disservice by quoting one fragment of this essay; it's one of those lovely pieces of writing where not a word is wasted, where it all builds an argument, and you should just read the whole thing. Lots of topics I've been touching on in recent years, in part because of my time at Berg, and the designers who are my friends and peers. This is what needs to be beaten into the world, a little; the way to beat it in is to build it in, through our work and products. I should work on that more.
  • "The problem of writing is always the problem of who you were, always the problem of who to be next. It is a game of catch-up, of understanding that what you’re failing to write could only be written by who you used to be. Who you are now should be writing something else: what, you won’t know until you try."

Towards a canon of “hypertext literature / interactive fiction / digital narrative”

09 January 2013

Kim asked on Twitter:

“Is there a canon for digital narratives / interactive stories / hypertext literature yet? A list of accepted classics and forms?”

What followed was a lot of us going “we don’t know”. And I wasn’t exactly helpful, by pointing out that those three things are (in some ways) completely different.

But. Nobody got anywhere but not being helpful, and to do so, I’m going to express (a bit) of an opinion, and hopefully something a little absolute. I hate list posts, but let’s put something down for people to argue about.

So, specifically: if I had to draw up a Canon – a canon of the interactive-story-thingies (we all know what they are – “things that the reader/audience interpret differently by interacting” is my best explanation) what would I include?

The rough goals were: not necessarily the best, but important pillars; no bias to high- or low- brow; trying to cover all media appropriately; interpret the question as broadly as you would like; don’t take too long over it. Here’s where I am:

Things I wanted represented: pre-digital works; early, web-based hyperfiction; text-based IF, both classic and modern; things that are clearly videogames; an ARG (and the Beast still, in many ways, feels like the best); tabletop roleplaying; mechanical storytelling; a selection of Infocom writers (Moriarty, Meretzky).

I am not always picking things I like the most, nor things that are the “first” – so, for instance, Sleep No More probably is the most refined Punchdrunk work, and thus worth sharing here, but I’d swap it for one of their others easily.

What’s missing at the moment but shouldn’t be: the 1970s; more traditional hyperfiction (about which I don’t know enough); some big chronological gaps; boardgames/cardgames that touch on this (eg Once Upon A Time); anything pre-20th century; David Cage (I’m still not sure if I’d include him or not); no visual novels; no JRPGs (which are fascinating games, but there are few I’d include on this list); no Japanese adventure games (9/9/9 springs to mind, for instance).

There’s a bunch of thought that connects these; it’s not arbitrary, and like I said, not about favourites. Some things you might think to be obviously missing (especially: things from the world of videogames) are sometimes deliberate omissions (and sometimes accidental ones).

There’s definitely a particular thread I wanted to start stitching together, and these are the places I’d begin. Most items on this list are picked as representatives of categories; not as absolutes. This is definitely not the “n best interactive narratives list“.

Clearly a work in progress. But: if I had to teach this, or start writing some kind of giant thesis, I could do worse than begin here.

  • "We were jealous of the younger kids in the one-to-one ward, because they had a PlayStation. It didn’t have the best games, but it had Micro Machines and Tomb Raider and it was better than what we had." I'd rather not quote anything other than the first line of this; you should just read it. A beautiful, haunting piece of writing from Mary Hamilton, about the things games can sometimes save us from (and sometimes can't). The kind of honesty you can't look away from, which is so hard to capture in writing, but which is here. Striking. (Trigger warning for self-harm).