Ten Maps of Sardonic Wit (Christian Bök)

This is a guest post by Christian Bök, who launches the UNBOUND symposium tonight at 6PM in MIT’s 6-120 with his reading / talk “The Xenotext, For Now.”

Ten Maps of Sardonic Wit is also “bookish artware”—in this case, a codex, whose cover, spine, pages, and words consist of nothing but thousands of LEGO bricks, each one no bigger than a flat tile, four pegs in size. Each page is a rectangular plate of tiles, three layers thick, and the surface of each page depicts a black-and-white mosaic of words, spelling out a single line of poetry. Each line is an anagram that exhaustively permutes the fixed array of letters in the title, recombining them into a coherent sequence of statements about the relationship between atoms and words. The poem suggests that just as permuted elements can create compounds, so also can permuted phonemes create syllables. The letters of the poem become the literary variants of subatomic particles, and the book itself embodies these molecular metaphors, insofar it too consists of discrete elements that can be dismantled and recombined to form a radically different structure.

Ten Maps of Sardonic Wit might easily disintegrate into a granular pile of atomic debris, whereupon the reader can assemble these plastic remains into an unrelated sculpture. The book is a concrete allegory for what Jean Baudrillard calls a “‘Brownian’ stage of language, an emulsional stage of the signifier, homologous to the molecular stage of physical matter [—a stage] that liberates ‘harmonies’ of meaning just as fission or fusion liberates new molecular affinities.” The anagram does not recycle so much as atomize its meaning, dissecting it, dispersing it, until the title vanishes (just as the object itself might disintegrate into the entropy of its own molecular decay). I have sold this object for $9000.00 to the globally renowned artist Takashi Murakami (the founder of the pop-art movement called “Superflat,” a genre of Japanese painting that depicts psychedelic images of Pokémon—cartoonish characters that seem preternaturally two-dimensional).

 

ten maps of sardonic wit

 

atoms in space now drift

on a swift and epic storm

 

soft wind can stir a poem

 

 snow fits an optic dream

into a scant prism of dew

 

 words spin a faint comet

 

some words in fact paint

two stars of an epic mind

 

manic words spit on fate

“Ceci tuera cela”: Narrative Games and the Future of Books

Today’s post comes courtesy of MIT GAMBIT researcher, game author, and Shakespeare scholar Clara Fernandez-Vara:

Fourteen years ago, Umberto Eco already wrote an essay on the future of the book in which he invoked Victor Hugo’s passage in The Hunchback of Notre-Dame:

“As you no doubt remember, in Hugo’s Hunchback of Notre Dame, Frollo, comparing a book with his old cathedral, says: “Ceci tuera cela” (The book will kill the cathedral, the alphabet will kill images). McLuhan, comparing a Manhattan discotheque to the Gutenberg Galaxy, said “Ceci tuera cela.” One of the main concerns of this symposium has certainly been that ceci (the computer) tuera cela (the book).”

The future of Eco’s book is now. His concept of the computer is somewhat reductionist; rather, we have to talk about digital media. Computers are everywhere, from phones, to rice makers or fridges. The print book industry is revolutionized by the widespread use of e-book readers and tablets, which allow us not only to have instant access to a lot of books, but also carry around more books than we could read in a lifetime. Books will not be killed by computers, rather, it turns out that computers are giving a new life to books by finding a new technology to access them. It turns out that books are pretty resilient to technological change.

Talking about media and killing, the media form that may threaten books is videogames, which are routinely accused of doing horrible things to people. The threat digital games pose is (supposedly) that they absorb you in their worlds and make you dumb, making you forget about other people and having a life. Literature already prefigured this supposed media effect long ago–chivalry novels dried to Don Quijote’s brains out and so that he couldn’t distinguish reality from fantasy.

Even today, people still think of digital games as a frivolous pastime, discounting their narrative possibilities. Playing videogames requires specialized literacy–in the same way that novels require not only knowing how to read, but understanding genre conventions and intertextual references. videogames require being able to navigate a virtual space, and being familiar the rules of different game genres, amongst other things. Games and books may have more to do with each other than one would think, because they both absorb the reader / player into their worlds, trapped in their narratives, and require specialize knowledge.

A media form is not going to kill another, in spite of what Frollo said, but it can certainly transform it. Videogames can change how and why we read books. We can read books in games, where we find bestiaries of the creatures that haunt the dungeons that we traverse as the heroes of games like Castlevania: Symphony of the Night. Books can open gates to new worlds, as in the Myst series, where we read diaries of the previous inhabitants of the world we explore, and we can jump into them literally in order to enter other parts of the world. Videogames are another medium that novels and short stories can be adapted to–we can become the protagonist of The Great Gatsby, avoid drunk partygoers and fight the disembodied eyes in glasses that seem to watch the action of the movie. We can also become Moby Dick itself and decimate the merciless whalers, earning our reputation as the killer whale.

Videogames and books will never be at odds; they are already part of the media ecology, along with movies, websites, magazines, or television. They are all gates to worlds that we participate and experience. One can lead us to another–the Myst games were complemented by a series of novels that expanded on the story of the world of the game. Dante’s Inferno can lead players to read the poem it is allegedly based on; then players can be horrified at the distorted notion of what adaptation means. Games and books as media forms are already in dialogue: we have books about games, not only fiction (Neal Stephenson’s Snow Crash), but also hint books to help players know everything about their favourite videogames, or biographies of people’s playing experience (Sudnow’s Pilgrim in the Microworld, or Bissel’s Extra Lives). The challenge remaining is making more games about books, not only adaptations, but also games about reading (Gregory Weir’s Silent Conversation). In the same way we have books to help us become better at games, we could make games that help us be better at reading books.

Videogames will not kill books, although there may be a bit of a friendly scuffle. The day when we read games and we play books is not far.

Christian Bök’s Bibliomechanics

We are grateful to Christian Bök for contributing the first guest post to the Unbound blog. We will be featuring another post on his “Ten Maps of Sardonic Wit” next week!

Bibliomechanics is “bookish artware,” consisting of 27 Rubik’s cubes, stacked together into a block (3 x 3 x 3) so as to create the kind of pataphysical writing-machine described by Jonathan Swift in The Voyage to Laputa—”a project for improving speculative knowledge by […] mechanical operations” so that, by such a “contrivance[,] the most ignorant person […] may write books […] without the least assistance from genius or study.” Every facet of these cubes displays a white word printed in Futura on a black label so that, when properly stacked together, the cubes create 18 separate surfaces (6 exterior, 12 interior), each one of which becomes a page that displays a readable sentence (81 words long). Each sentence paraphrases a poetic theory about the machinic function of language itself. The reader can, of course, scramble each cube so as to create an alternative permutation, generating a new text from the vocabulary of the old text.

 

Bibliomechanics is a kind of 3D-version of Cents mille milliards de poèmes by Raymond Queneau, whose flipbook consists of 10 sonnets, in which corresponding lines can replace each other without altering the rhyme scheme or the lyric sense of any sonnet, thus permitting 10 trillion possible variants. An insomniac, reading one poem per second nonstop, requires about 317,000 years to complete such a work. A single Rubik’s cube, however, provides more than 4.3 x 1019 different permutations (albeit many nonsensical), and when we take into account all 27 cubes, this number increases by a factor of at least 27! x 627. An immortal, reading one page per second nonstop, might begin this book at the Big Bang, yet never hope to finish the text before the expiry of the universe itself. My book is perhaps more like a gizmo than a codex; however, the work does suggest that, no matter what its form, a book can still become a folding rhizome of unlimited dimension.

–Christian Bök

 

from BIBLIOMECHANICS

 

Top Facets

THE STRANGERS WHO VISIT UTOPIA MIGHT FIND THERE THIS

COMPLEX DEVICE MADE FROM A CARVED FRAME OF WOODEN

CUBES THAT SWIVEL ON WIRE AXLES, ITS NUMEROUS FACETS

COVERED BY SQUARE PIECES OF PAPER WITH ALL THE

POETIC WORDS OF THE LANGUAGE WRITTEN UPON THEM IN

ALL THEIR MOODS, TENSES, AND CASES, BUT WITHOUT ANY

ORDER, SO THAT ANYONE TURNING THE HANDLES ON THE

EDGE OF THE FRAME MIGHT ALTER THE OLD SEQUENCE

OF RECORDED THOUGHT AND THUS CREATE A NEW SENTENCE

 

Front Facets

THE CHINESE PUZZLE, A SUBLIME DEVICE BUILT BY A

MASTER CRAFTSMAN, POSES A RIDDLE BECAUSE EVERY PERSON BELIEVES

THAT THE BOX MUST CONTAIN WONDERS, BUT THERE APPEARS

TO BE NO WAY INTO IT, NO CLUE ON

ANY OF ITS SIX BLACK, LACQUERED FACES AS TO

THE LOCATION OF THE PRESSURE POINTS THAT CAN DISENGAGE

ONE PIECE OF THIS JIGSAW FROM ANOTHER, AND ONLY

AFTER HOURS OF TRIAL AND ERROR DO CHANCE MANOEUVRES

MEET WITH SUCCESS, AN ALMOST SILENT CLICK, THEN VICTORY

The Secret Life of Books

This video made the social media rounds a couple of weeks ago. I thought it would be a fitting first post as we begin to think about where books have come from and where they are going.

While I love the use of stop motion and certainly get a kind of kid-in-a-candy-shop feeling from watching this, I can’t help but notice the subtle implication that these books come to life in spite of, or perhaps because of, the absence of readers. The intent may be to suggest that books are full of action and activity just waiting for a reader to discover them, but the implicit message, to my mind, is that bookstores are becoming a lonely place and that printed books (“real” books, as the title of the book in the closing shot says) need to be defended against the wave of digital publishing.

I found Janaka Stuckey’s recent post on the future of bookstores at the Poetry Foundation blog insightful on this point. He suggests increased specialization, an emphasis on community programming, and a closer interaction between booksellers and readers (through personal recommendations and in-store events) are the only way book stores can compete with Amazon. It’s not even more beneficial to publishers (like his Black Ocean imprint) to sell through mom and pop shops–Amazon kicks back a larger percentage of each sale.

The “Joy of Books” video subtly touches on this situation: at one point, we see a little brown moleskine turning the pages of a large hard-bound poetry book, a somewhat cute synecdoche for the reading audience Stuckey suggests is keeping bookstores alive: writers, and specifically poets.

Is the “joy” of books something inherent in their format–a material jouissance?
Is it perhaps in their content, which has historically been distributed in a wide variety of forms from the tablet and scroll to the codex and iPad?
Is it in the reader, without whose intervention the words stay locked in their covers, whatever form those covers take?

We’ll hope to consider some of these questions in the coming months.