wonderful power of story telling – bruce sterling

1991년 산호세 컴퓨터 게임 개발자 컨퍼런스에서 했던 강연이 러시아 서버에, 그리고 누군가가 del.icio.us 에 책갈피를 해두었다. 물론 상업적인 용도를 제외하고는 프리웨어 ;)

부담스럽지 않게 점잔을 빼고는 고급 예술의 편견을 먼저 펼친다. 그의 표현을 빌면 ‘나와 친구 빌 셰익스피어’ 논쟁.
“Movies and plays get much of their power from the resonances between the structural layers. The congruence between the theme, plot, setting and character layouts generates emotional power.
Computer games will never have a significant theme level because the outcome is variable. The lack of theme alone will limit the storytelling power of computer games.”

자, 이야기고 뭐고 다 끝났으니 집으로 가야하나? 그럴리가.
We’re not into science fiction because it’s *good literature,* we’re into it because it’s *weird*. Follow your weird, ladies and gentlemen. Forget trying to pass for normal. Follow your geekdom. Embrace your nerditude. In the immortal words of Lafcadio Hearn, a geek of incredible obscurity whose work is still in print after a hundred years, “woo the muse of the odd.” A good science fiction story is not a “good story” with a polite whiff of rocket fuel in it. A good science fiction story is something that knows it is science fiction and plunges through that and comes roaring out of the other side. Computer entertainment should not be more like movies, it shouldn’t be more like books, it should be more like computer entertainment, SO MUCH MORE LIKE COMPUTER ENTERTAINMENT THAT IT RIPS THROUGH THE LIMITS AND IS SIMPLY IMPOSSIBLE TO IGNORE!

기존의 문화에 순응하는 동글동글한 사람이 되지 말 것을 경고한다.
Get weird. Get way weird. Get dangerously weird. Get sophisticatedly, thoroughly weird and don’t do it halfway, put every ounce of horsepower you have behind it. Have the artistic *courage* to recognize your own significance in culture!

물론 그 방법에 몇가지 원칙도 함께 제시하지만, 이런 얘기를 직접 들으면 과연 어떨까?