And much the same thing is happening to books today too.... Not just technically, but ideologically. I don't know if you're familiar at all with literary theory nowadays, with terms like deconstructionism, postmodernism.... Don't worry, I won't talk very long about this.... It can make you go nuts, that stuff, and I don't really recommend it, it's one of those fields of study where it's sometimes wise to treasure your ignorance.... But the thing about the new literary theory that's remarkable, is that it makes a really violent break with the past.... These guys don't take the books of the past on their own cultural terms. When you're deconstructing a book it's like you're psychoanalyzing it, you're not studying it for what it says, you're studying it for the assumptions it makes and the cultural reasons for its assemblage.... What this essentially means is that you're not letting it touch you, you're very careful not to let it get its message through or affect you deeply or emotionally in any way. You're in a position of complete psychological and technical superiority to the book and its author... This is a way for modern literateurs to handle this vast legacy of the past without actually getting any of the sticky stuff on you. It's like it's dead. It's like the next best thing to not having literature at all. For some reason this feels really good to people nowadays.
But even that isn't enough, you know.... There's talk nowadays in publishing circles about a new device for books, called a ReadMan. Like a Walkman only you carry it in your hands like this.... Has a very nice little graphics screen, theoretically, a high-definition thing, very legible.... And you play your books on it.... You buy the book as a floppy and you stick it in... And just think, wow you can even have graphics with your book... you can have music, you can have a soundtrack.... Narration.... Animated illustrations... Multimedia... it can even be interactive.... It's the New Hollywood for Publisher's Row, and at last books can aspire to the exalted condition of movies and cartoons and TV and computer games.... And just think when the ReadMan goes obsolete, all the product that was written for it will be blessedly gone forever!!! Erased from the memory of mankind!
Now I'm the farthest thing from a Luddite ladies and gentlemen, but when I contemplate this particular technical marvel my author's blood runs cold... It's really hard for books to compete with other multisensory media, with modern electronic media, and this is supposed to be the panacea for withering literature, but from the marrow of my bones I say get that fucking little sarcophagus away from me. For God's sake don't put my books into the Thomas Edison kinetoscope. Don't put me into the stereograph, don't write me on the wax cylinder, don't tie my words and my thoughts to the fate of a piece of hardware, because hardware is even more mortal than I am, and I'm a hell of a lot more mortal than I care to be. Mortality is one good reason why I'm writing books in the first place. For God's sake don't make me keep pace with the hardware, because I'm not really in the business of keeping pace, I'm really in the business of marking place.
Okay.... Now I've sometimes heard it asked why computer game designers are deprived of the full artistic respect they deserve. God knows they work hard enough. They're really talented too, and by any objective measure of intelligence they rank in the top percentiles... I've heard it said that maybe this problem has something to do with the size of the author's name on the front of the game-box. Or it's lone wolves versus teams, and somehow the proper allotment of fame gets lost in the muddle. One factor I don't see mentioned much is the sheer lack of stability in your medium. A modern movie-maker could probably make a pretty good film with DW Griffith's equipment, but you folks are dwelling in the very maelstrom of Permanent Technological Revolution. And that's a really cool place, but man, it's just not a good place to build monuments.
Okay. Now I live in the same world you live in, I hope I've demonstrated that I face a lot of the same problems you face... Believe me there are few things deader or more obsolescent than a science fiction novel that predicts the future when the future has passed it by. Science fiction is a pop medium and a very obsolescent medium. The fact that written science fiction is a prose medium gives us some advantages, but even science fiction has a hard time wrapping itself in the traditional mantle of literary excellence... we try to do this sometimes, but generally we have to be really drunk first. Still, if you want your work to survive (and some science fiction *does* survive, very successfully) then your work has to capture some quality that lasts. You have to capture something that people will search out over time, even though they have to fight their way upstream against the whole rushing current of obsolescence and innovation.
And I've come up with a strategy for attempting this. Maybe it'll work -- probably it won't -- but I wouldn't be complaining so loudly if I didn't have some kind of strategy, right? And I think that my strategy may have some relevance to game designers so I presume to offer it tonight.
This is the point at which your normal J. Random Author trots out the doctrine of the Wonderful Power of Storytelling. Yes, storytelling, the old myth around the campfire, blind Homer, universal Shakespeare, this is the art ladies and gentlemen that strikes to the eternal core of the human condition... This is high art and if you don't have it you are dust in the wind.... I can't tell you how many times I have heard this bullshit... This is known in my field as the "Me and My Pal Bill Shakespeare" argument. Since 1982 I have been at open war with people who promulgate this doctrine in science fiction and this is the primary reason why my colleagues in SF speak of me in fear and trembling as a big bad cyberpunk... This is the classic doctrine of Humanist SF.
This is what it sounds like when it's translated into your jargon. Listen closely:
"Movies and plays get much of their power from the resonances between the structural layers. The congruence between the theme, plot, setting and character layouts generates emotional power. Computer games will never have a significant theme level because the outcome is variable. The lack of theme alone will limit the storytelling power of computer games."
Hard to refute. Impossible to refute. Ladies and gentlemen to hell with the marvellous power of storytelling. If the audience for science fiction wanted *storytelling*, they wouldn't read goddamned *science fiction,* they'd read Harpers and Redbook and Argosy. The pulp magazine (which is our genre's primary example of a dead platform) used to carry all kinds of storytelling. Western stories. Sailor stories. Prizefighting stories. G-8 and his battle aces. Spicy Garage Tales. Aryan Atrocity Adventures. These things are dead. Stories didn't save them. Stories won't save us. Stories won't save *you.*