Rachel Miller of Virginia Commonwealth University just interviewed me about my electronic literature work – my digital writing, focusing on my interactive fiction. She asked some very good questions. In return, I asked if she’d let me post the interview here, to which she kindly agreed.
1. Do you have a specific audience you are trying to appeal to with your work? (It may be different audiences depending on the genre.)
Yes, certainly. I even think of specific people who I would like to enjoy particular pieces of work, and that offers very good guidance. I also think of groups of people such as the interactive fiction community, digital poets, and electronic literature authors and scholars.
2. How do you feel about cellphones? Is it me or did I notice a reoccurring theme of cell phones? (Another Hole+Ten Mobile Texts.)
Cell phones are now completely ordinary and ubiquitous, but they’re pretty amazing in terms of being a very recent technology and one that changes the way we speak and experience space. I could say more, but the pieces you mention (along with Book and Volume, which has an anachronistic pager instead of a cell phone but is trying to deal with that technology obliquely) are my more extended attempts to marvel at this communications technology.
3. What advice do you have for people who are new to interactive fiction?
Play it with someone else, whether your IF partner is experienced or not. I don’t think I know anyone who learned the conventions of IF alone – I certainly didn’t. And, solving puzzles together and exploring a world together is great fun.
4. Why do you support IF? What are the benefits of further development and it being considered a genre in literature?
I see IF as a fascinating point of intersection between literary writing, computer gaming, and the power of the computer to simulate. I’ve always loved what language can do and what computing can do, and I see that this comes together in a powerful way in IF. Of course, it’s specific pieces of IF that give me this feeling. While I see great successes in the form, I also see untapped potential, which encourages me as I work on particular games and as I develop my IF system, Curveship.
5. What do you want your “interactors” to walk away with?
More to think about, so that solving puzzles and completing the game has opened up new questions and possibilities instead of wrapping everything up.
6. What potential problems (if any) do you see with IF?
It’s sometimes dismissed for the wrong reasons – I’m not sure that’s a problem with IF, really. I guess if people are expecting it to become mainstream again, they may be disappointed. I think IF is very interesting in its niche and on its margin, so this doesn’t bother me. Beyond that, IF has the same problems many literary and gaming forms do, such as: Most of it is not very good, and some of it in good in some ways but really problematic in others. But, as is the case with other types of literature and gaming, there are also some pieces of IF which are awesome.
7. Implementation is a fascinating idea. I have not read the entire sticker novel but enjoy the process of viewing pictures online or being a web reader. Are you simply exposing narratives/dialogues/scenarios in public areas all over the world so that it may inspire all walks of life? What is your goal or hope here? Is there is an overall theme to the sticker novel? If so, doesn’t this affect the interpretation of the place readers? Or,is it more of an experiment to see how publicized you can make the project?
One goal of the project is to extend the idea of sticker art – a really nice concept, I think – into literary practice. We wanted to offer these literary texts, ones that aren’t advertising anything, in public spaces for people to read and enjoy. That by itself, apart from the themes and plot of Implementation (and, yes, there is are themes and a plot), was meant to challenge what we see and read in public. Implementation isn’t mainly an attempt to publicize itself – most of the people on the street who read some of it won’t know that they’re reading a novel called Implementation and there’s nothing to advertise that Scott Rettberg and I wrote the text. Instead, it’s an attempt to introduce literary reading into a different set of spaces.
8. What started your passion/interest for the digital and literary world?
I can’t trace my interest in computing and the literary back to anything in particular, but as I was becoming an avid reader, I was also learning to program, and soon thereafter was playing and (clumsily) writing interactive fiction. So I see these two interests as very kindred with one another.
9. Just curious…how many hours a week do you spend on a computer? If a lot, does it have any negative effects physically or mentally?
I’m not sure I can estimate, but I spend a lot of time in different contexts (home, office, classrooms, coffeehouses, trains, planes) and can’t say that I do feel any strong negative effects. If I sat at the same desk for the same eight hours a day using a computer, I might, but I think I benefit from having a lot of choice in where, when, and how I work. I wish more people had this choice.