COVER STORYDesign fiction
COVER STORYDesign fiction
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封面故事设计小说
DOI:
10.1145/1516016.1516021
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发表时间:
2009
期刊:
影响因子:
--
通讯作者:
Bruce Sterling
中科院分区:
文献类型:
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作者:
Bruce Sterling
What the user base genuinely wanted was immersive fantasies. They wanted warmly supportive subcultures in which they could safely abandon their cruelly limiting real-life roles, and play semi-permanent dress-up. Science fiction movies helped; science fiction television helped. Once massively multiplayer online role-playing games (MMORPGs) were invented, the harsh limits of the print infrastructure were demolished. Then the user-base exploded. No sane person reads science fiction novels for 80 hours a week. But it’s quite common for devoted players to spend that much time on Warcraft. This should not be mistaken for “progress.” It’s not even a simple matter of obsolescence. Digital media is much more frail and contingent than print media. I rather imagine that people will be reading HP Lovecraft—likely the ultimate pulp-magazine science fiction writer—long after today’s clumsy, bug-ridden MMORPGs are as dead as the Univac.What truly interests me here is the limits of the imaginable. Clearly, the pulp infrastructure limited what its artists were able to think about. They wore blinders that they could not see and therefore could not transcend. The typewriter limited writers. Magazine word counts limited writers. Even the implicit cultural bargain between author and reader introduced constraints on what could be thought, said, and understood in public. Those