Why Do We Have Such A Creative Explosion on Mobile and DLC?

(I'm still thinking about DLC and mobile content as of late.  Blame my new Android.)

I sort through the DLC on my console and am amazed at what's there (and at times appalled, but mostly amazed).  I look through the online store on my smartphone and am overwhelmed with choices.  When it comes to books the content available to me, especially via eBooks is stunning.

It seems that, media, software, and gamewise we're in a kind of explosion of creativity and productivity.  There's just a huge amount of stuff everywhere – often good stuff – that we can download, play, read, or listen too.

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Go Farther: Fiction Needs Irrelevance

When we build a world for our fictions, games, and shows, we construct cultures.  Cultures explain why people do what they do, how they think, why they eat, how they war, how they make peace, and more.  Culture is unavoidable when you make a setting – one could even argue that characters are often expressions of their cultures.

When we build these cultures we're often thinking about important things.  We want to know why characters believe as they do.  We want to explain why characters go where they go and do what they do.  We want to explain why magic is the prerogative of the ruling class, why there's a different language spoken on this distant space station, and so on.  We want to explain what matters – in short, cultures explain the Big Plot.

This is short-sighted.

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Book Wars Part 2: Return of Pulps and Serials

Previously, I talked about how the Book Wars, leading to many new
technologies and methods, meant anyone could be an author.  I now want
to look at one way this can affect upcoming media.

I think we may see the return of Pulps (fun-but-trashy/slick fiction) and of serial fiction.

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