Showing posts with label Storytelling. Show all posts
Showing posts with label Storytelling. Show all posts

Monday, 25 October 2021

Catherine Rogers, "Element"

 


Catherine Rogers is a co-director of Haarlem Artspace. She ran her own creative business for several years before working in arts development and local government. At Haarlem Artspace she is researching the practice of storytelling as a method of curating  as well as writing short stories. Some of these have made their way into collections, including the award-winning Overheard: Stories to Read Aloud, edited by Jonathan Taylor for Salt Publishing. She is a Fellow of the Royal Society for Arts, Manufactures and Commerce.



About Element, by Catherine Rogers

Element is a collection of short stories written by Catherine Rogers, inspired by Haarlem Artspace artists. It is the second publication from Haarlem Artspace following Woven/Ground by Geoff Diego Litherland published in 2020. Haarlem Artspace is not just a building, it is a community of fascinating individuals who change year on year. These stories are an attempt to capture an essence of their stories and the story the space holds. The wonderful artists whose work is featured are people who have shared fragments of their own stories, inspirations, motivations that make them who they are. The weavings that have come from this sharing are an attempt at an abstract form of storytelling - with one exception, the story that is the element of air, which is from the artist Chantal Powell and is her own creation. 

You can see more information about Element here. Below, you can read an extract from the book


From Element

Under Earth

Under her bare feet, seeds swelled in the furrows. She brushed her hands over the vines in the fields, and they responded quivering, knowing the weight of the fruit they would soon bear. Shimmering in the sun, the grass heads waved their purple feathered plumage in gentle greeting. Swallows dipped and darted around her, chattering all the while as the bees passed, noisily going about their business. The young goddess breathed in the sweet heady air of the summer sun and baked earth, gathering into a posy the papery scarlet poppies, forked purple cornflower tongues, delicate queen’s lace with peppered foxtail, haloed plantain, sweet vernal and cocksfoot grasses. Her skin connected to each cellulose fibre, and she felt the spongy warmth and hum of the land vibrating with life.

As she made her way through the fields, the hum grew deeper and the vibrations began to shudder through her body, into her knees, then her hips and up to her breasts and shoulders. Her heart was beating faster and faster, when all of a sudden, the earth beside her cracked like a huge stone in a hot fire. It created a wide mouth with its craggy teeth of unearthed rocks showering soil like breadcrumbs, sending the creatures who hide from the light scuttling for cover as the cavernous hole opened wider.

Then from the darkness poured a river of fiery larva carrying with it a golden chariot pulled by winged creatures with scaled skin, spiky horns, and sooty snouts breathing fire. Driving the chariot was the king of the underworld with his dark flowing hair and eyes burning with the blue heart of a furnace. She felt her entire body open when he spoke, his voice unused to shaping words in her tongue,  

‘Glorious goddess, come and join me as my underworld queen. I offer you my people, my life, my home which is as different as it can be, but as wondrous as this. I have watched you wandering the fields and seen your tender caress of the earth and I know you have what my people need, and what I most desire. I hope that I can offer you something that is equal and as powerful in return. My love for you is intense, as deep as the darkest canyon and with it comes the power to heal the broken and lost. This is what I offer to you in return for your hand.’

She stood still, weighing up the enormity of the moment and answered, ‘This is my home, I cannot imagine a life without the sky, the clouds, and the fields. So, charioteer, tell me about your world, your people, and their stories and I will come with you for a time.’

He then told her his stories and his people’s stories, he told her about death, destruction and transformation. He painted for her the mysteries and hidden depths, the wheel and cycle of all life and death. As he took her on this magnificent journey she knew somehow this was her path, her heart longed for the otherness of this world and the clouds and fields became memories in her dreams.

Above, her mother wandered the earth in despair, looking for news of her daughter. She came to the goddess of the night, of magic and witchcraft, the guardian of the past, the present and the future. The night goddess described to what she had witnessed.

‘As the world turns and the sun grows weaker in the northern hemisphere, the air crisp and the ground colder, your daughter is with her husband in the belly of the earth. She rules as queen of the underworld and of the dead. She was out in the golden fields gathering flowers when the god of the underworld came in his chariot and offered her his love. The earth roared apart and she took his hand, stepped into his chariot and the earth enveloped them both. I watched from my gathering place as the meeting took place and witnessed the fire between them. This is the story of how it was and how it is. I will journey to the underworld to carry your wishes to your daughter and bring you news of what will be.’

The witch prepared herself for the journey to the underworld, a passage she took often enough. She carried a scarf for the younger goddess, woven from fine hedgerow cobwebs and shining with dew pearls and rosebay down. Into it she whispered her secret, the stories of their ancestry passing from goddess to goddess. The frosts were already in the fields as she set out making her way to the caves with their luminous lichen eyes to guide her on her quest. Her familiars accompanied her as she travelled to the court of  the underworld deities, where she was welcomed and respected. 

The underworld queen immediately wrapped her mother’s gift around her, and the memories of the earth and its abundance flooded her senses. Mourning the loss of her old life she asked the dark goddess to tell her what she saw in the future. She brought out a leather skinned bronze pomegranate and with a sharp knife split its skin, the juice dropping to the stone floor like blood from a gaping wound. She pulled the two halves apart to reveal its jewelled seeds perfectly encased in their ruby settings. Her hands now covered with juice, she squeezed the seeds into a bowl which she offered to the queen, who in turn took out six. The witch closed her eyes and spoke,

‘The six seeds are the six months of the year you will be together, mother and daughter, nurturing the earth and bringing new life as the Spring and Summer. Then you will  return to the underworld, bringing the Autumn and Winter to the earth above. As the wheel turns, there will be these Seasons.’

As the witch saw it, so it was and so it is. The queen left the underworld and as she stepped above ground her skirts swept the bleached bones of the wintered lands bringing the brush of acid greens and pinks as the Spring came forth. The earth had rested and from its dormancy new life was now shining. Her mother opened her arms wide with joy at the return of her daughter. Her loss had almost overtaken her, but eventually she had slept with the earth, fasting in her winter hibernation. Now she unfurled with the ferns and danced in the growing season.

Then just as Spring had arrived so came Summer with its abundant green and the days long and hot. The earth became dusty and the bees lazy, so it was time for the queen to return once again to the under earth, to her husband and her people. On her return there was such partying, a mycelium feast, a myriad of fireworks and the pulsing hypnotic beats from the core of the earth. The partying lasted many days and nights, and being underground, there was no beginning and no end, just a looping continuum of making and unmaking until it was time for the wheel to turn once again.

Thursday, 25 February 2021

"Multiple Middles: Storytelling in Games," by Hannah Nicklin

In the following article, Hannah NicklinWriter and Narrative Designer on the multiple award-winning and most-nominated at the IGF awards video game Mutazione, talks about storytelling craft in games. In particular, she discusses the narrative design choices and motivations for what she calls her 'multiple middles' as opposed to 'multiple endings.' The article was first published on Die Gute Fabrik's website here




Multiple Middles & Mutazione

By Hannah Nicklin

As part of the Narrative Innovation Showcase I was asked to prepare a 15 minute talk on a key design decision on Mutazione – I chose the narrative design of the player’s agency within the story, which uses a format I like to call 'Multiple Middles.'

Choice

One of the first things you’re often asked about interactive narrative is ‘how important are the choices,’ ‘do they matter?’ I’d like to think all the choices characters make in a game ‘matter,’ but the amount of control you have over them, and what they in turn affect, is often seen as the sum of how complex or accomplished a piece of narrative design is. A lot of games discourse tends towards judging the accomplishment of games on how close they get to the ‘real’ world of choice and consequence.

But sometimes abstraction rather than simulation or linearity, as opposed to branching, is a more useful storytelling tool.

In my opinion, when working in any form or set of expectations the craft is to consider the quality of the materials you’re working with - in this case writing for interaction. Like working with or against the grain of a piece of wood, or the qualities of stoneware versus porcelain, how you work it produces different results - but neither is wrong. What’s important is to understand the implications of the decisions you make.

When asked this question about ‘choice’ with regards to Mutazione, I have taken to describing the decisions I made as the game having ‘multiple middles’ rather than ‘multiple endings.’

In individual conversations I very much use the Kentucky Route Zero model of choice – colouring how the character plays the situation, but not letting you choose who the character is. Are you attempt-to-be-articulate Kai? Or are you diffuse-the-situation-with-a-joke Kai? Either way, you’re still Kai. The conversations branch; you might access different reactions, memories and stories; but they come to the same place at the end.

The player agency is instead to be found in exploration.



Exploration as Player Agency.

Why did I come to this conclusion? Well, as writer and narrative designer coming to the project of Mutazione - though we’re mostly talking about narrative design decisions here - the brief that I started with was that it was:

  • Driven by an ensemble cast of characters.
  • A soap opera.
  • Centred on a theme of looking at a community which was aligned differently with nature.
  • Built on a clearly defined and pre-existing story-world and plot.

The decisions I therefore made about player choice were driven by these considerations, which could be translated as needing:

  • Room to develop many characters’ journeys in tandem 
  • Drama-driven slice-of-life setting 
  • Able to examine the interplay of community 
  • Contrasted usefully with the fantastic setting and preserved the basic story and plotting set out by Creative Director Nils Deneken.

For this reason it made a lot of sense not to give the player significant means to affect outcomes - multiple endings. That is: not to allow player agency to exert upon the outcome linearly - multiple-ending style - but rather to invite them to shape their experience of the story laterally - sideways: multiple middles.



Plot levels

The player choice in Mutazione is exploration rather than conversation-focussed. This meant a great deal of careful planning, to make sure that the mandatory moments in each time of day encouraged the player to discover B and C plots, in how they were spaced out, and in what they hinted at. It also meant thinking carefully about each characters’ journey through the game’s timeline, and how different levels of exploration would challenge the pacing. It meant adding certain times of day where the player had fewer options open to them - for either urgency, or to chime with natural rhythms, like morning or late at night. This is very common in ensemble cast TV shows, and if you’d like to hear more about that see my other GDC talk Kill the Hero Save the (Narrative) World.

The A plot is the driving theme or problem of the episode. In Day 5 of Mutazione, that’s 'go on a boat trip with Tung and Miu, discovering you should grow a garden to help him with his boat making.'

‘B’ plots are the ‘secondary’ story in an episode, often lighter, comedic, or contrasting thematically in a way that reflects on the A plot – all of which makes the A plot more compelling when you return to it. In Day 5 in Mutazione B plots include following up on the events of the night before, when it was revealed that Spike the bartender has had a long-running crush on Tung’s mother, Claire.

‘C’ plots are the smallest unit, and might resemble ‘empty’ side quests, but the difference in an ensemble setting is that you care about the characters because of previous investment in them. Which means that these details can be dealt with lightly, and be used to add to your satisfaction with the completeness of the universe. In Day 5 of Mutazione, a C plot would include the Sausage folk plotting a new scheme which this time will definitely make them all rich.

The only mandatory path is the A plot. The multiple middles are the choices you make in each time of day to dig into the B and C plots. Because when the time of day moves on you won’t be able to access those conversations again.




The Journal

I co-developed narrative design details such as the journal - a diegetic means of setting out which conversations or actions were the mandatory A plot conversations for the time of day, and the last of those - the conversation which would move time forwards - was always marked by a timer symbol, so the player could choose if they were done exploring in that time of day. I also gave the many characters habits and routines, constructing plots which progressed whether or not you had found the first or second conversation. This gave a sense of a pre-existing and alive story-world in which you weren’t the only protagonist.

The slice-of-life aspect of the soap opera genre was served by therefore being able to interweave many plot lines, and to allow the player to discover histories and participate in different dramas, past and present. In working with an ensemble cast I was able to vary tone widely - humour and tragedy could exist fairly naturally side by side, as well as huge events and minutiae - contributing to the picture of drama-driven domestic life which is characteristic of the soap opera genre.



Soap Opera and genre

And that ‘soap opera’ setting of personal dramas and everyday routines and the choice I made to draw characters who were very naturalistic contrasted usefully with the fantasy setting - it gave a weight to the mutant world that otherwise could have come across as glib. The multiple middles also allowed me to build characterisation which was rich and complex, meaning that the full ensemble cast felt real and a part of the texture of the place. I worked carefully in the dialogue to imbue each character with a distinct voice – from cadence, idioms, style and manner of speech.

Finally, in being transparent about time, and combining this with the freedom to explore Nils’ wonderful wilderness and environments, the narrative design was able to reflect the theme of a closeness to nature, and the main piece of mechanical gameplay - the magical musical gardens so beautiful composed (musically and programmatically respectively) by Alessandro Coronas and Douglas Wilson.

I made narrative design decisions that focussed on the characters as complex, rich, and a little different for the smallness of their community. I wanted getting to know them to feel like coming across a number of new plants you’d never seen before, watching them grow, tending to them where possible, and allowing them to surprise you.

I set out to build narrative design that would allow the player to choose their own pace: to push at the central plot, or to meander, wander, and grow at their story at their own pace. The themes of the story are tough – among the everyday it deals in trauma, colonialism, infidelity, ageing and illness – but the game is often characterised as ‘gentle,’ I think, because of the ‘multiple middles’ opportunity to pace your own experience.

So, when I talk about Multiple Middles, what I mean is exploration-focussed, lateral narrative design which opens up a community of characters, rather than linear choice-and-consequence style storytelling, focussed only on the hero and how the weight of their agency affects the world.

  • Characters have routines and habits in the physical space of the game, making exploration easier.
  • You can choose which characters or subplots you’re more interested in.
  • Tying story to the natural ebb and flow of different times of day allowed natural pacing.
  • Transparency around time enables the player to define their own pace.
  • Characters live full and well rounded lives, feel situated and whole, grounding the fantasy setting.
  • You can talk about community more effectively, when it’s not there to serve the player, but rather the player is rewarded for exploring and listening. Tending to their story, rather than applying pressure to it.


What can you learn?

To take more general principles from this talk, I’d like to advocate for the consideration of player agency as a quality, not a virtue, of writing for games. Restricting agency can often help you tell your story more effectively, intuitively, and in a manner which allows you to explore tougher and more complicated themes sensitively. Multiple Middles style design allows for player agency through exploration, rather than changing outcomes.

One of the most meaningful dialogue options I offer players in Mutazione is often ‘Stay Quiet.’ When someone is talking to you of their grief, or sorrow, or regrets, sometimes the most powerful act is to not to act, but to listen. We can build narrative design that supports the telling of that - and Multiple Middles is how I, personally, attempted it.

Further Reading

I'd also like to finish this post with the fact that some of the best writing on interactive storytelling structure is definitely from Emily Short. It's likely my 'Multiple Middles' is also described on her blog somewhere with a much more concise description. I am not inventing anything here except the name that I call this conscious narrative design choice.

I would strongly recommend checking out the plot and narrative structure tag on her website, and I'd also highlight three particular posts as good narrative design starting points: 'Small-Scale Structures in CYOA,' 'Storylets: You Want Them,' and  'Beyond Branching: Quality-Based, Salience-Based, and Waypoint Narrative Structures.'

About the author

Hannah Nicklin, photo by Julia Dasgupta

Hannah Nicklin is an award-winning British narrative & game designer, writer, and academic (among other things) who has been practising for nearly 15 years. She works hard to create playful experiences that see people, and make people feel seen, and also argues for making games a more radical space through mentoring, advocacy, and redefining process / premises. Trained as a playwright, Hannah moved into interactive practices early on in her career and is now the CEO and Studio Lead at Danish indie studio Die Gute Fabrik and most recently launched Mutazione in 2019. She has a PhD from Loughborough University in games-influenced theatre / theatre-influenced games. She is on Twitter @hannahnicklin 

Thursday, 26 November 2020

"Remembering, Forgetting and Storytelling"

By Jonathan Taylor

Either I forget immediately or I never forget.

 – Samuel Beckett, Waiting for Godot

Introduction
As part of the MA in Creative Writing, we run a thematised semi-module on 'Memory and Writing.' On this course, we explore ideas about memory in theory and practice, and do so 'trans-generically,' through creative non-fiction - especially memoir - fiction, poetry and scriptwriting. We look at subjects including psychology, the uncanny, neurology, textual memory and narrative memory. What follows are some thoughts on memory, remembering and forgetting, in relation to storytelling and writing, which this semi-module has thrown up over the last few years. 

In all sorts of ways, storytelling is bound up with memory, with the process of remembering and forgetting. It exists, I think, in the overlap between remembering and forgetting, in an unstable equilibrium between their two powerful gravitational pulls. It needs both, and if one of them becomes too strong, too dominant, it can distort and ultimately destroy narrative. All writers play with the two forces, mixing them to different degrees; but both are necessary for stories to function. 

The Importance of Remembering
Clearly, remembering is essential for stories to exist. Without it, we couldn’t piece together narratives, connect up the events. We couldn’t tell stories about others or even ourselves. Nor could we read or understand stories: reading is an act of memory. In reading, we establish narrative connections in our memories, with what has gone before in the text we are reading, and with previous texts we have read in the past. This is what reception theorist Wolfgang Iser says about the relationship between reading and remembering: ‘Whatever we have read sinks into our memory and is foreshortened. It may later be evoked again and set against a different background with the result that the reader is enabled to develop hitherto unforeseeable connections. The memory evoked, however, can never reassume its original shape, for this would mean that memory and perception were identical, which is manifestly not so. The new background brings to light new aspects of what we had committed to memory; conversely these, in turn, shed their light on the new background, thus arousing more complex anticipations. Thus, the reader, in establishing these interrelations between past, present and future, actually causes the text to reveal its potential multiplicity of connections’ (‘The Reading Process: A Phenomenological Approach’).

If reading stories depends on establishing connections, and hence on remembering what has already happened, memory itself is made up of stories: your memory is a patchwork of remembered stories. As Janet Burroway and Elizabeth Stuckey-French suggest, ‘the moments that altered your life you remember at length and in detail; your memory tells you your story, and it is a great natural storyteller’ (Writing Fiction).

The symbiotic relationship of remembering with storytelling comes into focus when it malfunctions. In her wonderful memoir about her mother’s Alzheimer’s, Remind Me Who I Am, Again?, Linda Grant says that ‘Memory, I have come to understand, is everything, it’s life itself.’ Without it, narrative and even a sense of self disintegrate. In Micaela Maftei’s words: ‘When the ability to self-narrate is … stripped away, there is no longer any way to reliably construct a version of reality; unsurprisingly, this has catastrophic effects not only on the diagnosed individual, but also on those close to them’ (The Fiction of Autobiography). 

This is because our very sense of selfhood depends on narrative, on the stories we remember and tell to others. As neurologist Oliver Sacks writes: ‘We have, each of us, a life-story, an inner narrative – whose continuity, whose sense, is our lives. It might be said that each of us constructs and lives a “narrative,” and that this narrative is us, our identities .... Each of us is a biography, a story. Each of us is a singular narrative, which is constructed, continually, unconsciously, by, through, and in us ... To be ourselves we must have ourselves – possess, if need be re-possess, our life-stories. We must “recollect” ourselves ... A man needs such a narrative, a continuous inner narrative, to maintain his identity, his self’ (The Man Who Mistook His Wife for a Hat). 

Disease, loss, and, for that matter, politics can distort, undermine or even wipe out a person’s remembered ‘inner narrative’ and hence sense of self. As novelist Milan Kundera puts it, ‘The struggle of man against power is the struggle of memory against forgetting’ (The Book of Laughter and Forgetting). 

Stories Remember
In part, then, stories are memory warehouses – storage rooms for remembering. According to Jeanette Winterson, in fact, this is how storytelling and poetry originated: ‘There was a time,’ she writes, ‘when record-keeping wasn’t an act of administration; it was an art form. The earliest poems were there to commemorate, to remember, across generations, whether a victory in battle, or the life of the tribe. The Odyssey, Beowulf are poems, yes, but with a practical function. If you can’t write it down how will you pass it on? You remember. You recite’ (Why Be Happy When You Could Be Normal?). In stories, the past is remembered and, indeed, returns, as Grant remarks: ‘So the past goes on re-arranging itself in surprising new ways. It is not over, never finished with. It keeps returning. Always to surprise us’ (Remind Me Who I Am, Again?). 

This means that storytelling, like remembering, is a kind of ‘mental time travel,’ which, in a sense, reanimates and often reshapes the past: ‘It may seem surprising,’ writes James Gleick, ‘that it took psychologists sixty more years to define this phenomenon and give it the name “mental time travel,” but they done that now. A neuroscientist in Canada, Endel Tulving, coined the term for what he called “episodic memory” in the 1970s and 1980s. “Remembering, for the rememberer, is mental time travel,” he wrote, “ a sort of reliving of something that happened in the past”’ (Time Travel: A History). 

One book which famously lives up to the idea of storytelling as a store-house or repository for memories – and which enacts ‘mental time travel’ in its very structure – is Joe Brainard’s strange memoir I Remember. The memoir is a list of fragmentary memories, all preceded with the phrase ‘I remember …’ – memories of childhood, school days, sexual experiences, food, drink, celebrities, relationships, brands, adverts, commonplace sayings, hundreds of fragments and details: ‘I remember the only time I ever saw my mother cry. I was eating apricot pie … I remember how good a glass of water can taste after a dish of ice cream … I remember one of the first things I remember. An icebox. (As opposed to a refrigerator) … I remember white margarine in a plastic bag. And a little package of orange powder. You put the orange powder in the bag with the margarine and you squeezed it all around until the margarine became yellow.’

Remembering Everything
Brainard’s I Remember could be seen as an attempt to exhaust the past – to list everything, write down every single memory, however trivial; and, although that impression is only an illusion (it was, after all, very heavily edited), it’s certainly a challenge to the way we hierarchize some memories (and, indeed, histories) over others. Perhaps remembering margarine and glasses of water after ice cream are just as important to an individual as world-changing political events, or (closer to home) apparently life-changing decisions. Sometimes, for whatever reason, we remember trivia, idiosyncratic details, pop culture, TV adverts, brands, at least as much as we remember apparent trauma. Who’s to say what’s really important?

Jorge Luis Borges’s remarkable short story, ‘Funes, His Memory,’ is all about someone who remembers everything – every single tiny detail in his life – and hence can’t separate or hierarchize or even classify things. His memory becomes a ‘garbage heap’ (as he calls it), and his story a garbled tragedy: ‘His perception and memory were perfect … He knew the forms of the clouds in the southern sky on the morning of April 30, 1882, and he could compare them in his memory with the veins in the marbled binding of a book he had seen only once … Nor were those memories simple – every visual image was linked to muscular sensations, thermal sensations, and so on. He was able to reconstruct every dream, every daydream he had ever had. Two or three times he had reconstructed an entire day; … each reconstruction had itself taken an entire day … Funes … was … incapable of general, platonic ideas. Not only was it difficult for him to see that the generic symbol “dog” took in all the dissimilar individuals of all shapes and sizes, it irritated him that the “dog” of three-fourteen in the afternoon, seen in profile, should be indicated by the same noun as the dog of three-fifteen, seen frontally … In the teeming world of Ireneo Funes there was nothing but particulars’ (‘Funes, His Memory’). For the philosopher Jacques Derrida, such limitless memory is a terrible impossibility: ‘Memory is finite by nature … A limitless memory would … be not memory but infinite self-presence’ (Dissemination). 

Joe Brainard, Pansies

The Importance of Forgetting
‘Infinite self-presence’ does not make an effective (life-)story – and it’s clear, from Borges’s description of Ireneo Funes, that his life is all disconnected images, moments, details, which he finds impossible to link up into a narrative. This is because narrative also depends on omission as well as inclusion – if you try and include everything, storytelling becomes impossible. In other words, storytelling depends on both remembering and forgetting: without the former, there can be no connection between then and now; without the latter, experience is ‘infinite self-presence,’ chaos, a garbage heap. Linda Grant writes that ‘Because we do not remember everything that has ever happened to us, because we must filter and select and edit the experiences and information that enter our senses every day and transform it into a meaningful narrative, our lives are essentially stories’ (Remind Me Who I Am, Again?). Similarly, the author Romesh Gunesekera says that: ‘In the sense that writing is to retrieve the past and stop the passing of time, all writing is about loss. It’s not nostalgia, in the sense of yearning to bring back the past, but recognition of the erosion of things as you live.’ 

Writing depends on memory and loss, presence and erosion, remembering and forgetting. As Derrida puts it, ‘if one has resorted to … writing … it is … because living memory is finite, it already has holes in it before writing every comes to leave its traces … The opposition between mneme and hypomnesis would thus preside over the meaning of writing.’ According to Derrida, this is the ‘doubling’ effect of writing: it depends both on absence and presence, memory and substitute memory, remembering and the ‘holes’ of forgetting (Dissemination).

Remembering, Forgetting and Structure
This doubleness of writing, this tension between remembering and forgetting, often informs the very structure of how stories are told. Memoirs, for example, entirely depend on the selection of material – on decisions about which memories and events to include, which to leave out (or ‘forget’), what stories to tell, what gaps should be left between episodes. As Derek Neale and Sara Haslam suggest, ‘a memoir ... can ... be structured in a fragmentary, snapshot fashion .... The silence between episodes is intriguing ... – who could, or would want to, write everything down?’ (Life Writing). Presumably, only Borges's Funes could or would want to. 

Likewise, novelist and memoirist Jeanette Winterson claims that: ‘For a writer, what you leave out says as much as those things you include. What lies beyond the margin of the text? The photographer frames the shot; writers frame their world … When we tell a story we exercise control, but in such a way as to leave a gap, an opening … Perhaps we hope that the silences will be heard by someone else, and the story can continue, can be retold. When we write we offer the silence as much as the story’ (Why Be Happy When You Could Be Normal?). Even Brainard’s I Remember, which seems so exhaustive in its list-like narrative style, depends for its aesthetic effect on both what is said and the gaps (the white spaces on the page) between memories and moments. 

Short stories, too, depend as much on omission as on inclusion: by definition, a short story can only handle a small amount of material, so vast (infinite?) swathes of back story and future story have to be left out. Virginia Woolf (to give one example among many) often plays with this aspect of short fiction. In her famous story ‘The Mark on the Wall,’ even the narrator is torn between remembering and forgetting, struggling to tell a coherent story because of her fallible memory: ‘In order to fix a date, it is necessary to remember what one saw … I can’t remember a thing. Everything’s moving, falling, slipping, vanishing’ (‘The Mark on the Wall’). 

Storytelling here is in danger of being torn apart by the conflicting gravitational pulls of forgetting and desperately trying to remember. It’s always an unstable relationship, a volatile compound, that authors experiment with, in a thousand different ways. It can be destructive, explosive. It can pull stories into weird, fascinating, unexpected shapes. 

It can even be a story in itself – as it is in Linda Grant’s memoir, which moves between the daughter’s urge to remember and recover the past, and the mother’s forgetting illness. In miniature form, it’s also the story encapsulated in John Clare’s famous late poem, ‘I Am.’ The poem moves tragically from recalling lost friends (who have themselves forgotten the narrator) towards a realm of total forgetfulness, oblivion, at the end: 

I Am
I am—yet what I am none cares or knows;
My friends forsake me like a memory lost:
I am the self-consumer of my woes—
They rise and vanish in oblivious host,
Like shadows in love’s frenzied stifled throes
And yet I am, and live—like vapours tossed

Into the nothingness of scorn and noise,
Where there is neither sense of life or joys,
But the vast shipwreck of my life’s esteems;
Even the dearest that I loved the best
Are strange—nay, rather, stranger than the rest.
Into the living sea of waking dreams,

I long for scenes where man hath never trod
A place where woman never smiled or wept
There to abide with my Creator, God,
And sleep as I in childhood sweetly slept,
Untroubling and untroubled where I lie
The grass below—above the vaulted sky.

 - John Clare

Works Cited
Samuel Beckett, Waiting for Godot (1953)
Jorge Luis Borges, ‘Funes, His Memory’ (1942)
Joe Brainard, I Remember (1975)
Janet Burroway and Elizabeth Stuckey-French, Writing Fiction: A Guide to Narrative Craft (2006)
John Clare, ‘I Am’ (1848)
Jacques Derrida, Dissemination (1969)
James Gleick, Time Travel: A History (2016)
Linda Grant, Remind Me Who I Am Again? (1998)
Romesh Gunesekera, ‘Lost Horizons’  (2007)
Wolfgang Iser, ‘The Reading Process: A Phenomenological Approach’ (New Literary History, 1972)
Milan Kundera, The Book of Laughter and Forgetting (1978)
Micaela Maftei, The Fiction of Autobiography (2013)
Derek Neale and Sara Haslam, Life Writing (2009)
Oliver Sacks, The Man Who Mistook His Wife for a Hat (1985)
Jeanette Winterson, Why Be Happy When You Could Be Normal? (2012)
Virginia Woolf, ‘The Mark on the Wall’ (1917)

Jonathan Taylor is director of the MA in Creative Writing at the University of Leicester. His website is here