(2022-11-10) Sloan Authors Note
Robin Sloan: Author's note. My new short story was commissioned by Google and produced using a new AI-powered editor called Wordcraft. Titled Author’s Note, it is presented alongside new stories from several other very impressive writers.
There is a ton of context about the overall Wordcraft project on the website; I really encourage anyone interested in the intersection of AI and art to spend a bit of time reading.
I am done, personally, with the genre of “I see what you did there”—of making things that are noteworthy primarily for their application of a frothy new technology. That’s really saying something, because I have made a LOT of things like that! I spent several years engaged in AI writing explorations of my own, almost entirely in that spirit.
Over on the website, you can see some screenshots of the Wordcraft editor and read more about its affordances. It operates basically like a super-upgraded version of my AI text completion plugin from way back in 2016.
After noodling for a while, I decided I’d try to write some kind of locked-room mystery, because (a) it’s a genre I enjoy, that (b) I’ve never tried before, and (c) I liked the idea of giving the AI the role of the detective — perhaps challenging it to “deduce” things based on clues in the text.
It didn’t work at all. Absolute crash and burn. I had overestimated the model’s powers.
For a couple of weeks, I thought about other genres
*establishing a fenced-in space for the AI to contribute what it could.
This AI, like many of its predecessors, is very good at “riffing”: given an example, it can generate lots more, often with impressive fidelity to genre and vibe*
My story called for a litany of grisly deaths, so, I asked the AI to dream up grisly deaths. I asked it, also, to tell me the names of the dead
Three thoughts, to close.
First, I’m impressed as hell by the Wordcraft team
Second, I’m proud of my story!
But, third: I have to report that the AI did not make a useful or pleasant writing partner
I don’t think I’ve ever written about my theory of short stories, even though I talk about it a lot. It’s very simple: I think all good short stories are, in one way or another, about death
This is one of the reasons Bullet in the Brain is the best short story
I thought I knew things about distribution
I am not really involved in the video game industry, but I’m nevertheless an avid reader of the GameDiscoverCo newsletter by Simon Carless.
He writes about the space in between. How does a person FIND a video game? What makes them decide to purchase and play it? What buttons, levers, and warp zones influence that process?
“Discoverability” is a good 21st-century word. Most of the digital dreams of my cohort, the partisans of the open web, ran aground on this reality
you need an extra layer, some reservoir of attention and/or curiosity, whether it’s Google, the blogosphere (RIP), StumbleUpon (RIP), Twitter (RIP) … hmm, there seem to be a lot of dead channels out here. (aggregator)
Back in the 2000s, I thought I knew things about distribution, about attention and networks — but I didn’t really.
It was, honestly, the experience of publishing a book with FSG that showed me what distribution really looks like, and taught me that you just cannot be starting from scratch every time
I’d say most people in both industries, even the professionals, muddle through discoverability, hoping for the best, sometimes getting it.
What I like about Simon is that he knows it, too, but he is never crass, not for a second. His raison d’être is the support of interesting, independent video games
There really ought to be a discoverability newsletter of this quality for every medium, in every marketplace.
Edited: | Tweet this! | Search Twitter for discussion