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What’s the Story?
A discovery engine for meaningful knowledge, fueled by cross-disciplinary curiosity.
A Brain Pickings project edited by Maria Popova in partnership with Noodle.
Twitter: @explorer
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The time we have alone, the time we have in walking, the time we have in riding a bicycle — [these] are the most important times for a writer. Escaping from a typewriter is part of the creative process. You have to give your subconscious time to think. Real thinking always occurs on the subconscious level. I never consciously set out to write a certain story. The idea must originate somewhere deep within me and push itself out in its own time. Usually, it begins with associations.

You go into it because there is something that, when you learn about that stuff, just gave you a little bit of a fever. And you wanna give that fever to somebody else.

How to make great radio – fantastic behind-the-sciences look at Radiolab, who have ushered in a new era of media at the intersection of science and storytelling.

Radiolab is free and supported by listeners, so help them keep making this magic happen with a donation.

Also see Ira Glass’s illustrated guide to great radio and Jad Abumrad on “gut churn” as the secret of creative success

It is in our nature to need stories. … Any story we tell of our species, any science of human nature, that leaves out much of what and how we feel is false. Nature shaped us to be ultra-social, and hence to be sharply attentive to character and plot. We are adapted to physiologically interact with stories. They are a key way in which our ruly culture configures our nature.

There is a flattening effect: A circulating meme has the same weight of relevancy as a well-crafted essay. Once they are both outside the periphery of our attention span, we have a hard time carrying them with us. I have a hard time coming up with things I’ve read or seen on the Internet that have changed my life, but I can think of at least half a dozen books that have — perhaps because I’ve carried them in my hands.

Writers will no longer be writing for posterity, but will be competing for the nebulous spotlight of digital fame, which in these days comes in the form of viral status and features a cat. Their creativity will conform to fit the medium, which emphasizes speed over patience and quantity over quality. I’m afraid that literature will be like television, if novels are only available in online format: done solely for entertainment and written like it, too — relying heavily on cheap gimmicks to attract readers and ad space to sell art. I’m afraid that the digitization of literature will exasperate a culture that already pushes quick media consumption over lifelong enjoyment.

Christine Truong expounds the death of the story and the rise of literary gimmickry in the digital age. But perhaps the story is no more dead than the book, whose alarmist death toll has been sounded for centuries. “Writers don’t need tricks or gimmicks,” Raymond Carver admonished.

For a reminder that anchors the matter in what really matters, see Kurt Vonnegut’s 8 tips on writing great storiesMalcolm Cowley on the 4 essential stages of composing a story, and Barnaby Conrad’s 6 rules for a great story.

We lost Kurt Vonnegut on April 11, 2007 – but his timeless shapes of stories endure and never cease to delight.

We lost Kurt Vonnegut on April 11, 2007 – but his timeless shapes of stories endure and never cease to delight.

Games are primarily about a connection between the player, the game world, and the central mechanic of the game. They’re about creating a space for the player to engage with that mechanic and have the world react in a way that feels interesting and absorbing but also creates a sense of agency. So writing, in games, is about creating mood and establishing a basic sense of intent. The player has some vague notion of what the intent of the so-called author is, but the power of authorship is ultimately for the player to seize for him or herself. This goes for any kind of game. I think good game writing is a process of getting out of the player’s way. You give him or her just enough to work with narratively, but ultimately you let the player tell his or her own story.
More and more, I’m seeing that games are mining good, old-fashioned human anxieties for their drama, and that’s really promising. Games, more and more, are not just about shooting and fighting, and for that reason I’m optimistic and heartened about where the medium is heading, because I think game designers are getting more interested in making games that explore what it means to be alive.
There is something very specific to Internet storytelling, but because people are not looking to eBay as a place for that, a more authentic voice comes out.
Weaving Tales from eBay Sales – wonderful Wall Street Journal piece on Emily Spivack’s Sentimental Value project, which culls fascinating pieces of personal storytelling from used clothing listings on eBay.

In this wonderful episode of 99% Invisible, Roman Mars explores the magical world of secret staircases.

SoundCloud / Roman Mars

An old Cherokee chief took his grandchildren into the forest and sat them down and said to them, “A fight is going on inside me. This is a terrible fight and it is a fight between two wolves. One wolf is the wolf of fear, anger, arrogance, and greed. The other wolf is the wolf of courage, kindness, humility, and love.” The children were very quiet and listening to their grandfather with both their ears as he then said to them, “This same fight between the two wolves that is going on inside of me is also going on inside of you, and inside of every person.”

They thought about it for a minute, and then one child asked the chief, “Grandfather, which wolf will win the fight?”

He said quietly, “The one you feed.”

Old Cherokee legend, quoted in Someday You’ll Thank Me for This!

Update: The complicated origins of the story.

Our audience is a human one, and humans want to connect. Personal stories can make the complex more tangible, spark associations, and offer entry into things that might otherwise leave one cold. The goal is not to “dumb down,” but rather to give audiences something relatable to sink their teeth into. Whether you’ve discovered a new species or made a new art piece, there is a generosity in inviting your audience to form a personal, substantive relationship with you and your work. Declarations become conversations, and a world of possibility can open up.
Rachel Sussman on storytelling for scienceechoing Vonnegut’s insistence on the power of personal experience in storytelling.
There may be more that unites artists and scientists than divides them. Practitioners of both search for answers – Truth with a capital T, even – hoping to invent or discover or craft something that shakes up old thinking and makes a lasting impact on the world. They both employ analytic and synthetic approaches, take risks, and engage in sophisticated thinking in uncharted territories. There are a lot of happy accidents. Both art and science can be filled with passion and frustration, setbacks and breakthroughs. But, most importantly, the work is never meant to exist in a vacuum: whether it’s receiving a vaccine or being moved by a painting, it is the audience that completes the picture.

Beautiful essay on science and storytelling by artist Rachel Sussman, who for the past eight years has been photographing the oldest living organisms in the world.

Complement with Sussman’s moving photoessay about visiting early polar explorer Ernest Shackleton’s grave

“As long as you can make another human being say, ‘What happens next?,’ you’ve told a story.”

10 questions for Douglas Coupland.

Kurt Vonnegut draws the shapes of stories

Kurt Vonnegut draws the shapes of stories