Looking over the "Morality of Narration", I was considering the problem of how an author might "humble" himself to audiences today if these audiences truly have "no outer world left to which [the author] could appeal" (Booth 393).
I was reminded of certain interactive narratives online which progress depending on how the audience reacts. I can't remember the name, but a year or so ago, there was Facebook page for a web show about a girl who had been kidnapped but had access to the Internet. She would post videos every week asking for her Facebook audience to help her with some problem she was facing that could potentially help free her from the kidnappers. The audience would respond, and in the next week, she might act out one of the suggestions.
A web comic, too, I know of called Homestuck has a set narrative, but the author often changes parts of that narrative to include the audience's suggestions.
I was wondering if this kind of interactivity might be the solution to today's lacks of common "outer worlds." According to the article, for a work to be successful the author must humble himself and to humble himself, he must "plumb to universal values about which his readers can really care" and "help the reader to accept his view" of the world (395). These "universal values" are apparently not as visible as they once were in past. To access the values of the audience, then, why not just ask them what they are? An author becomes snobbish by presenting himself as a kind of untouchable God figure; his private understanding of the world is true, but no one can understand it but himself. The author fixes this by allowing the audience to co-create the narrative or at least, provide the illusion of co-creation.
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.