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Oral Storytelling: E-mailed Urban Legends

Many people think oral literature, or oral storytelling, is an ancient tradition of the past.

I have to admit, when I was young I pictured oral storytelling as involving an older performer who had an abundance of friendly smile-lines and an ample middle-age spread. They always acted a bit strangely but were generally pretty entertaining.

But we are all oral storytellers and keepers of the tradition! The entry for Oral literature at Wikipedia mentions Urban Legends when referring to a modern example of the early human pasttime. An urban legend is a perfectly-plotted story meant to teach us a lesson, albeit, at times, totally useless.

Taking it one step further, I’d classify viral e-mails as oral tradition. Their written delivery doesn’t erase the cultural meanings and norms surrounding their folklore characteristics. By viral e-mails I’m talking about any e-mails that fall under the “mass social” category, like chain e-mails, memes, contests, safety alerts, etc. In our pre-techie world, their lessons would have been relayed over backyard fences. I don’t think those lessons have changed simply because they are relayed via e-mail now.

Oral tradition, then, is alive and well, and in your very own Inbox. Delete what you will, but the tradition won’t ever be erased.

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Writing News: Writers lose battle

Writers lose ‘Da Vinci Code’ fight


POSTED: 0958 GMT (1758 HKT), March 28, 2007

Story Highlights

• Court of Appeal rejects 2 authors’ claims Brown stole ideas for “Da Vinci Code”
• Michael Baigent and Richard Leigh wrote “The Holy Blood And The Holy Grail”

LONDON, England
(AP) — Author Dan Brown won his copyright infringement case Wednesday,
after Britain’s Court of Appeal rejected efforts from two authors who
claimed he stole their ideas for his blockbuster novel, “The Da Vinci
Code.”

Michael Baigent and Richard Leigh, who wrote “The Holy
Blood And The Holy Grail,” now face legal bills of about $6 million
after losing their appeal against publisher Random House.

Baigent
and Leigh had argued that Brown stole significant elements from their
book. Both are based on a theory that Jesus and Mary Magdalene married
and had a child, and that the bloodline continues to this day.

The
lawyers said Baigent and Leigh had “expended a vast amount of skill and
labor” in writing their book, first published in 1982. “That skill and
labor is protectable.”

Brown testified for several days during the High Court hearing last year.

The
claimants’ lawyer, Jonathan Rayner James, said that although the suit
had been against the publisher rather than the author, Brown was really
the one being put on trial for his work.

During a hearing earlier
this year, Rayner James said issues remained about the role of Brown’s
wife, Blythe Brown, who did much of the original research for the
blockbuster novel.

She did not testify at the High Court hearing. Brown said he wanted to protect his wife from publicity.

In
April, Justice Peter Smith ruled that Random House, publisher of “The
Da Vinci Code,” had not breached the copyright. Smith said the claim
was based on a “selective number of facts and ideas artificially taken
out of (the book) for the purpose of the litigation.”

“The Da
Vinci Code” has sold more than 40 million copies since its release in
March 2003. A film version starring Tom Hanks was released last year.

“The Holy Blood and the Holy Grail” also was published by Random House. It was a best-seller when released 20 years ago.

Copyright 2007 The Associated Press. All rights reserved.This material may not be published, broadcast, rewritten, or redistributed.

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Interactive Fiction for educational media

Writing Niche touches on constructing a “visual novel” or interactive fiction, for educational purposes.

We can easily imagine what the author talks about when mentioning RPG’s (role playing games) but the author has another post about the books that were popular when we
were kids; these books that had many alternate paths to take depending on reader
choices. I loved those books, methodically taking different steps and
tracking their different endings.

Interactive fiction is everywhere. The levels of interaction is key. How much choice does a reader (reader? experiencer? user?) have over the course of the plot? Many video games kill off the character if the player makes the wrong choice, so that in itself isn’t much of an option.

Of course, it would take a supercomputer to have millions of options in one game. No interactive story could have as much anomaly as daily life. I would guess that the key to effective interactive fiction is to determine how much choice a reader needs to efficiently learn the lessons of the story.

For younger children who haven’t yet achieved Piaget’s Formal Reasoning stage, one or two choices per “page” or situation would be best. For older children or young adults, perhaps a personality-scale type multiple choice question would convey the almost endless amount of choices adults face daily.
So subject and age would be good guidelines for this.

Board game and toy makers would be interesting to consult on this. They have teams of psychologists well-versed in developmental theory and could lend invaluable applied science results. My Masters’ in Educational Psychology gives me an idea of where to start looking, but those professionals could take an interactive fiction designer to the heart of the matter.

I wish Writing Niche well and hope to see more posts on the progress of “visual novels” and interactive fiction.

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Philadelphia Flower Show 2007

at the Philadelphia Flower Show.

My daughter took this while I was in the Camden Children’s Garden grass tunnel at the Philly Flower show at the beginning of March, 2007.

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Everyone gets ice cream! New Cliches

defective yeti: The Cliche Rotation Project

New twists on old cliches. Love it. Thanks to this guy for flashing the pop-up (“giving the head’s up”) on it.

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