Rules of the game
January 8, 2008
Ideas are like any life-form, a cascade of code. Cascade, mutate, cross-pollinate: pick up a fish here, lose a shark there (autotomy?): the usual prom. The fittest filled-out sequences, when put through the machine, ilume not always large jaws and sharp teeth, but also cuddling and cooperating: like the old Quaker game, Population.
Stories are alive statistics: winged things: some persist, some perish; the swarm’s the thing. So authors change a verb here, they reverse the birthdays of two characters there. The beaurocrat, the mardarin; masonic, surgical. A cataclysm can mutate a form into transcendence; two middle-class septeganarians, a chance meeting at a bar between two divorcees: then, a baby is born. No, the baby is found in the woods.