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The Long View in Context

September 21, 2012 By Mark Leave a Comment

Following up on the previous post, I think it’s worth taking a moment to consider where we are as a culture, and how we might evolve in the future relative to independent authorship and self-publishing.

The current explosion of interest in self-publishing is being driven by a number of factors, not all of them constant. I believe that as long as the internet exists, people will use it to reach out to each other without engaging the services of middlemen and gatekeepers. That goes for everything from private conversations to business — meaning, ultimately, that every attempt to mediate those direct connections will ultimately fail, if only to inevitably be reborn in some slick new guise. Whether we’re talking about sites like Facebook or device manufacturers like Apple, they’re all simply along for the ride, even as they purport to be driving the revolution.

What’s important to remember with regard to self-publishing is that what we are witnessing today is the explosive origin of what will be a future norm. As such there’s a built-in, pent-up demand for this new opportunity that simply won’t exist in the future. It’s not just kids or hipsters who are learning how to use the internet to do things like self-publish books, it’s everybody, all at once. In a generation or two, however, it really will be only the kids who need to be taught. Like young drivers they’ll learn at a developmentally appropriate age how to use the same self-publishing tools their older siblings, parents and grandparents have been using most of their lives.

Today there are clearly a lot of people who have always wanted to self-publish a book or two. Whether those books are collections of family recipes or deranged manifestos, until now these personal works have been financially and technologically beyond the reach of most would-be authors. This pent-up demand, again, crosses all generations, but over time — and perhaps a relatively short amount of time — that demand is going to be flushed out. Yes, there will be people who decide to pursue self-publication either as a hobby or avocation, but most would-be self-publishers will produce the titles they’ve always wanted and then stop. Or they’ll hang out a shingle and try to make a few bucks helping other independent authors realize their own pent-up dreams.

It’s also important to note that there’s a perfect convergence right now between the availability of self-publishing and the amount of time people have on their hands. If you crater the economy and drive millions of people into unemployment, they’re going to look around for something to do. If they’ve always wanted to self-publish a book they now have the time, and can probably afford to get it done. They may even have extra motivation to explore self-publishing as a means of making a buck or two when a couple of extra bucks would really be handy.

For these reasons, then, I think the current avalanche of demand for and interest in self-publishing will necessarily decrease — perhaps quite precipitously — as people find more time-consuming and remunerative pursuits, and as pent-up demand becomes satisfied over time. Which means those writers who are determined to take the long view, both in terms of future works and the value or present works, will almost certainly find themselves in a less-crowded market in the future. Which strikes me as a very good place to be.

— Mark Barrett

Filed Under: Publishing Tagged With: authorship, craft, self-publishing, storytelling, writing

WIG&TSSIP: The Frame vs. the Flashback

September 27, 2011 By Mark 2 Comments

The Ditchwalk Book Club is reading and discussing Rust Hills’ seminal work, Writing in General and the Short Story in Particular. Announcement here. Overview here. Tag here.

The full title of this section is The Frame, as against the Flashback. Following up on the previous section, Hills demonstrates how two different techniques — the fame and the flashback — relate to sequence, causality and juxtaposition.

As Hills notes, everyone knows what a flashback is from watching movies:

The screen ripples over, music ripples up, and we drop back in time for a sequence of action that “explains” why a character is the way he is or gives the “background” of the situation that exists “now” in the movie.

A flashback can function in one of two ways: as an explanation of something already disclosed, or as foreshadowing of something yet to come. Conceivably both goals can be met in an artful flashback, where the sequence both resolves and introduces elements of a story. Billy is forty years old and hates dogs: flash back to Billy as a boy being terrorized by his grandmother’s Poodle. Here an aspect of character is the motivation for the flashback, but that aspect could spill over into plot (Billy is a burglar regularly confronted by guard dogs), or introduce new characters or plot elements (the grandmother, who owns a warehouse Billy intends to rob).

In every story aspects of plot and character are expressed in cause-and-effect fashion. Flashbacks are useful in explaining the cause of an effect that is presented in the ‘now’ of a story. By the same token, a flashforward treats an event in the ‘now’ of a story as the cause, then flashes forward to show the effect. Driving home drunk one evening Billy intentionally swerves to hit a dog being walked by a young boy. Flashforward to Billy in prison, where one of the guards is the now-adult owner of the dog he hit.  [ Read more ]

Filed Under: Fiction Tagged With: craft, Rust Hills, structure, WIG&TSSIP

The Storytelling Life

August 27, 2010 By Mark 4 Comments

If you are interested in telling stories I want you to do something for me. I want you to protect that desire from your friends, your family, your peers, your online acquaintances, the literati, the critics, the publishing world and, most importantly, you.

If you decide at some point that storytelling no longer interests you that’s fine. What’s not fine is to think there’s some metric by which you must measure success. And the last possible metric you should measure success by is money.

I’ve been paid for my storytelling skills more than once. I have been and am a professional writer. But the storytelling I’ve done that has made money is only part of my storytelling life. The epicenter of that life, the core of my storytelling drive, is the mystery and promise of the blank page. It has been that way since I was a child, and I have protected that core from every assault waged against it.

I have not, however, always put storytelling first. For much of my adult life I put relationships ahead of my desire to tell stories, and I have no regrets about that. To do anything else would have been unthinkable to me. If life is short, and it is, then it’s for damn sure too short to be spent satisfying an itch while the people you love go wanting.

There were of course times when I was frustrated. And there were times when I could have written but I wasn’t supported in doing so. But even during the worst of it I didn’t feel as if I had to make a final decision one way or the other. I didn’t have to choose precisely because I never intended to let storytelling go. What I want you know is that you don’t have to choose either.  [ Read more ]

Filed Under: Ditchwalk.com, Fiction Tagged With: craft, life, storytelling, writing

Failing the Artistic License Test

May 27, 2003 By Mark Leave a Comment

There is nothing quite so fulfilling to me as creativity. I love expressing myself, and entertaining others, through a variety of mediums. I’m happy for others who enjoy the same pursuit, and I’m not above being a fan if somebody wows me – particularly when I know I could never do what they’ve done.

Those of us who do creative work that is intended to be sold, however, have a responsibility that goes beyond feeding our own creative jones. Customers pay cash money for our products, and they expect them to be, at the very least, competent. That’s an implicit tradeoff our customers make with us: we get the right to shoot for the moon as long as we promise basic technical and craft competence.

I mention this because my new issue of CGW contains reviews of a number of products that seem to have failed to meet this minimum level of competence. Leaving aside the names of the titles, here are the number of stars those products received, out of a possible 5:

4
1.5
3.5
1.5
3
3
1.5
1.5
2
1.5
4.5
1
3
2
0

It’s no wonder Jeff Green, the Editor-in-Chief, wanted to put A Load of Stink on the front cover of the magazine. Out of 15 products reviewed, 80% were average or worse (3 stars or less), and more than half (60%) were 2 stars or less. What’s going on?

Well, it could be a fluke, or maybe an artifact of the fact that most AAA titles tend to ship around the end of the year. Maybe weak products are being disproportionately shoved out the door in early summer precisely because nobody’s buying now. They’ll die a quick death, all the contractual obligations will be filled, and there will still be six months during which the completely-screwed consumer can be lulled back to buy one of those AAA titles.

But that’s not what I think. What I think is that most of those crappy games were made by people who valued their own creative experience above the entertainment experience of their customers. Read the reviews and it becomes clear that in some of these games even the most basic, established design conventions have been ignored for no reason, as if no one had ever designed a game in that genre before.

Admit it: you’ve played an RTS at some point, and found yourself swearing at the screen because the developers came up with their own interface, instead of ripping off the interface from Age of Kings. Or you’ve played and raged at a console 3D title in which you don’t have the ability to immediately orient the camera behind the player-character, as you can in most Nintendo titles.

Beyond the damage done when bad titles ambush unsuspecting customers, consider the amount of time and development money that went into those craters. How many decent games could have been made with the same resources, if only the designers had known what they were doing? How hard would it have been to find good examples of games that could have been emulated?

There was a time when creativity had to take precedence in all things interactive because nobody’d done anything like it before, and we all have our heroes from that age. That age is now over.

— Mark Barrett

Filed Under: Interactive Tagged With: CGW, craft, game design