|
Cracks in the great wall
|
|
|
Comics, games -- and, yes, experimental novels -- all occupy cultural interstices, tenuous gaps not covered by "comfortable old hierarchical" forms. What is a comic -- a novel with too many illustrations, or a very fast film? What is a [Cyan] game -- a novel with no characters, or a film with too many cuts? Interstitial fictions represent breaks in the illusion of necessity foisted by major media forms. They reveal unauthorized vectors; they make us aware of interfaces, of media, of different ways to go. All of which may be meaningful... |
|