by Leslie Martinelli
A few years ago, I read that Encyclopedia Britannica no longer would be printing encyclopedias. Add that to the list of things from my childhood that no longer exist. Don't get me wrong - I'm not anti-progress. Where would we be without air conditioning, microwave ovens, and cell phones? And some of those extinct items deserved to go, like cars without seat belts and manual typewriters. But every now and then technology interferes where it doesn't belong, and I just have to say: Stop! Enough!
Encyclopedias are a case in point. Those printed volumes held many fond memories for me. The first set to enter my family’s house came by way of a door-to-door salesman. That set caused some conflict between my parents. My father had warned my mother time and again not to let salesmen in the front door, let alone buy from any of them. They were, he said, like seagulls - once you fed one of them, you couldn't get rid of the flock. Our house was testament to that caveat; we owned a top-of-the-line vacuum and enough brushes and cleaning products to supply the whole neighborhood. My mother stood by her latest purchase, though. As she saw it, that set of encyclopedias was an investment in my and my brothers’ educational futures.
by Michael Nusspickel
Multi-modal art has been gaining popularity among artists for the past decade, and it would be hard to argue that video games aren’t a means of creating a multi-modal experience for an audience. Within the genre of video games exists a niche sub-genre that logically should be the answer to many writer’s problems with choosing a medium, but it has barely been noticed (if at all) outside of the gaming community: the visual novel.
Visual novels are novels that use visual and audio cues alongside text to communicate their content. A mix between graphic novels, video games, and pure prose, the visual novel allows a writer to have a product with visual art as an integral part of the storytelling but without sacrificing one’s prose for it. Text is delivered through speech boxes, backgrounds and characters are drawn, and sound and music add to the experience. Visual novels offer everything a graphic novel does, but with the ability to ignore a graphic novel’s layout limitations on word count. They originated in Japan but have been around for well over a decade at this point, so the question becomes: how come they haven’t caught on with Western writers?
by Brian Maloney
Cross-genre (before it was cool)
Genre seems like a rote device, four solidly identifiable modes of writing: fiction, nonfiction, poetry, drama. But long before writ- ers added hyper- links and embedded video to their work and called it mul- tigenre, tangible changes were un- derway to subvert rigid methods of expressing oneself. From gothic fiction to the invention of political science, writers were more inventive than any traditional view might hold.
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Texting Harry Potter: