A while ago, in an apartment with friends in Melbourne. The weather much too rainy. Our souls much too battered. But, happy nonetheless to be together again and to be ‘away’.
These weekends – which don’t happen often enough (but also perhaps happen just exactly when they’re needed) – often turn into talk-fests of the best kind. Guaranteed at least one of us is at some kind of crossroads or needing to shake something up or release something.
I don’t recall exactly but I suspect one of these conversations led to the questions – But, is there a competing or opposite theory to Occam’s Razor? Do I really have to accept that this simplest of explanations for something must necessarily be true?
And lo and behold, Hickam’s Dictum.*
Last year, I ran a little itch.io jam called Bring Out Your Dead, for which people could submit unfinished projects and weird concept experiments. And I started doing some write-ups at the time of the pieces that caught my attention, but in some kind of meta keeping with the jam, I didn’t finish and publish […]
via A few more corpses from BOYD — Emily Short’s Interactive Storytelling
Absolutely love this ‘Bring Out Your Dead’ idea – to have a showing/airing of works that aren’t finished (and will possibly never be finished). Maybe it allows you to see what is worth hanging on to. Or lets you put it to rest. Or at least celebrate that you were trying something even if it was never going to work. Continue reading
As grand an idea as it once seemed, the delivery of a truly meaningful impact from our choices still mostly feels like an unrealized dream.
Source: Tina Amini, Video game stories still don’t belong to you, Mashable.
This article caught my eye. I’m sure it had a tag-line along the lines of ‘your choices in games don’t matter’ when I saw it; I was incensed, certain I was going to read this article and disagree with its argument on the basis that it had misunderstood / overlooked that the story you tell in a game is not only about the narrative action that unfolds within the gameworld but also the impact of your choices on your broader experience which, in turn, may twist or shape how you then interpret the action of the game.
Turns out the article, in some ways, reaches a similar conclusion. It’s an interesting read (though I skipped much of it towards the end because I wanted to avoid the Prey spoilers – just in case).
Keen to try this out but just realised, following move, am a bit more isolated in terms of other writing friends than I used to be. I took you for granted co-located writing buddies … I’m sorry….
On the other hand, maybe this is motivation to organise a day or weekend of writing events to make new writing friends…
“Story Shuffle: A Collaborative Writing Exercise
Participants in this exercise will use index cards to generate short prose fragments. Once collected together and shuffled, the fragments form a single work of collaborative fiction which, though no doubt peculiar in structure and varied in tone, will present surprising and exciting arrangements of setting, character, points of view, and plot.”
Source: Writing Resources | Jedediah Berry
‘A writing and reading adventure in participatory fiction. Will you read and write the story with us?’
via Introducing Story Unbound — Story Unbound — Medium.
This is an interesting idea that I bookmarked a little while ago. The short story is that it’s a collaborative writing experiment using the Medium writing/publishing platform. It’s not something that I have the time or motivation to get involved with myself but I was intrigued to see how/where it was going.
Checking back in on it today I see there are a number of stories/beginnings that have been ‘unbound’ and put out there for others to ‘stitch’ into/onto.
Something I think is really neat is the way that ‘story maps’ are being created using Coggle. For example, a story map of ‘The Tests’ (as it stands today):