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Posts Tagged ‘WORLDBUILDING’


LYNDA BARRY AT OBERLIN

Tuesday, April 18th, 2006

LYNDA BARRY READING AT OBERLIN

“You two are GETTING MARRIED??? Oh man, I LOVE being married!!!”

Long story short, we took a detour on our way back home last night and ended up at a bar with Lynda Barry, Dan, and a bunch of other nice Oberlin folks, talking about marriage, writing, world-building, video games, ink sticks, George Saunders, smoking, and Skoal rings.

Lynda gave a downright marvelous talk and reading of her novel CRUDDY to a packed lecture hall at the Oberlin Science Center. “I feel like this must be the Make A Wish Foundation,” she said, admiring the audience. “I have a tumor right?”

Lynda lives in rural, southern Wisconsin. “I’m the daughter of a meat cutter and a Filipino house cleaner. Most people look at me funny when I say I’m half Filipino, but Norwegian blood will suck the color out of anything.”

There was little talk of comics, and a lot of talk about writing. For her, telling a story in images is the most important thing. “When you’re in that image state, the language takes care of itself.” She outlined a process of telling the story of your life with an image–a car, for example–focusing on that image, and then describing the world around it. I mentioned to her my ideas about worldbuilding and she said, “People ask me if my stories are autobiographical. I say, ‘my stories aren’t, but my settings are.’”

She talked about “the state of play,” and the importance of play in our creative endeavors. “I love kids, man. They can teach us so much.” She said its essential to recapture that youthful, unfettered creativity that we all possess as children. On English class: “There’s nothing wrong with taking apart stories, but for the longest time I thought that was how you put them together.” On that pesky editing monkey on the writer’s shoulder: “When did the asshole become the voice of reason?”

She’s wary of computers and a champion of drawing and writing by hand. “In the digital age…don’t lose your digits!” She said when writing her second novel, the computer was a burden, making it too easy to delete things. After ten years of working on it, she decided to start writing the novel with her Japanese brush, and it worked like magic.

Later on, I told her I worked on the computer to do my woodcut-styled comics. “Yeah, but you use a Wacom tablet,” she said, “so at least you’re still drawing.”

I mentioned to her that James Kochalka, another great cartoonist, also emphasizes the importance of play, but that his emphasis comes from his love of video games. “I don’t know about video games, man. But I trust young people. That many young people can’t be wrong.”

What else can I tell you about the woman? She spent an hour signing books and talking with her fans. She likes to sing. She can even sing with her mouth closed.

She’s one helluva gal.

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WORLDBUILDING WITH TIM SCHAFER

Saturday, February 4th, 2006

Over at Gamestudies.org, there’s a fantastic 2003 interview with Tim Schafer, creator of some of my all-time favorite LucasArts adventure games. Schafer studied computer programming at UC Berkeley, got bored with computer programming and thought about becoming a writer, then landed a job with LucasArts right out of college. He worked on Day of the Tentacle, Full Throttle, and Grim Fandango, and then opened up his new production company, Double Fine Productions, which last year put out the game, The Psychonauts, which, though it didn’t sell well, ended up on tons of top-10 lists.

In the interview, Schafer talks about worlds being the initial inspiration for his games, and characters being the motivational force to keep players playing. “The goal,” he says, “is really to create this total immersive fantasy experience, where you’re sucked into a strange world, where you are the character, and you’re having all this fun, and you get to do anything you want.”

CP: I’m curious when you’re starting a new game and inventing a new world, what’s your process? How do you go about creating a world?

TS: Well, often, the world is the initial inspiration for the game. One day I was listening to someone tell me their stories of spending the summer in Alaska. They had hung around this one biker bar, with these people with names like Smilin’ Rick and Big Phil. And I thought, “Wow, what a crazy world that is.” It’s so apart from everybody’s life, and yet it’s right there, it’s so mundane in a way. And that’s where Full Throttle came from. The world was the starting point. And Grim Fandango, also, seeing the Day of the Dead art, that was the starting point too. So it wasn’t so a game idea, and then “let’s make a world to fit it.” You sort of stumble upon some world, and thing – that’s something that’s never been brought to life before. Let’s bring it to life. Wouldn’t it be fun to run around in that world?

I found all his thoughts about making games to be easily transferrable to the crafting of fiction or comics. Eventually, I want to teach the old LucasArts adventure games right beside novels and comics in creative writing classes. Problem is, it’s hard to get some of them to work on new computers (I never have been able to get Grim Fandango to work). Some clever fellows have created engines to help out: check out SCUMMVM and QUICK AND EASY.

UPDATE (3 days later): Since some Studio 360 intern reads my blog and steals my ideas, here’s Kurt Anderson interviewing Schafer about the Psychonauts.

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GESAMTKUNSTWERK

Wednesday, January 18th, 2006

Gesamtkunstwerk.gif

I don’t care much for opera. And I don’t know much about Richard Wagner, either. But I do know that back in 1849, Wagner was thinking a lot about opera and about art, and how to convey the human experience.

The Ancient Greeks got it all right with tragedy, he thought. A thousand years ago, all the art forms were fused together. Now, we’ve screwed it all up, and music, art, and theater are separated from each other! But Opera…Opera has the potential to fuse them all back together again…

So Dick started scribbling in his notebook, and came up with the essay, “The Art-work of the Future.” In it, he came up with a word, and the word was “gesamtkunstwerk.” (Like most German language, it sounds to me like a sneeze.) The word means something like “Total Artwork” or, “a synthesis of the arts.” Wagner was certain that the future of the arts was the integration of all forms, into something like a Mega-Opera.

Some people think that what Wagner was on to is what we now call multimedia. It’s safe to say that the dude was a little ahead of his time.

Matthew Barney might’ve gotten along with Wagner. I saw his CREMASTER CYCLE exhibit at the Guggenheim museum back when I was a sophomore in college. What Barney had done was make up a bunch of worlds out of sketches and sculpture and film. Some people called it a “gesamtkunstwerk.”

I like Barney because I think the greatest thing that an artist can do is create his own world: a place or geography that resembles the interior of his imagination, and all you have to do is drop in through one of his books or films or photos to get to it.

Yesterday I bought a DVD burner. Today I made a DVD of some home movies I’ve shot over the past couple years. With a DVD, and also with the internet, it’s so easy to fuse all kinds of art: film, literature, comics, music. I thought that maybe my goal shouldn’t be to put out a book at all, where I could only put words or a few drawings, but to put out a DVD or a website. Then you could drop in and see everything.

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