Series: September 2007 Archives

Imagine a scene in your head. I'm sitting in some large conference room with some ad agency representing some client. I fire up my Powerpoint and explain my strategy to use unspeakable horror and some of the darker emotions in the artistic palatte to tell a story about the risks we don't pay attention to. I get to the slide where I'm supposed to make the argument that helps them sell more LimeWidgets. I click "next" and there is nothing but a blank slide, mocking me and my stupid idea.

Then I wake up and remember that the heart of independence is that I don't have to get anyone's permission to do Eldritch Errors. I don't have to have a sponsor. I don't have to convince someone of the marketing efficiency of the storyline. In fact, if I really think my idea is any good, I should be able to figure out how to wring a return on that investment myself inserting LimeWidgets, GrapeWidgets or brand new SchmeldritchWidgets I come up with myself.

There are certainly advantages to getting someone to say "yes" because frequently the question they are answering is "will you give me money to do this wacky thing that we think we can convince you will work?" It also means that someone else's goals become central priorities in that new collaboration ... which begs the question: if we didn't have to incorporate other goals, what would be our priorities for establishing our own goals?

During the initial pilot, we were purposefully mysterious about exactly what Eldritch Errors was. Most of our need to define it initially was motivated by making sure that fictional threats weren't mistaken for real threats. Now our need is motivated by helping new participants and the press make sense of what Eldritch Errors is, which requires a little more finesse and a little less mystery. The first 8 questions in the new "frequently asked questions" list we're building focus on the basics:

pg-wayne.jpgChris Boyd (a/k/a PaperGhost) and Wayne Porter are Sentries in a very real sense of the word. Capturing a taste of what their experience is like when they track down malware and the people behind it was part of the inspiration for the Sentry Outpost and what horrors might be waiting out there for you to discover. In the right circles, their exploits are legendary -- not only for revealing whole new types of threats, but also for the sense of snarky humor with which they document those discoveries.

Wayne has been a close friend and collaborator for years in all manner of strangeness, and one of the side benefits has been a ring-side seat to the stories of some of what they've uncovered. I was always struck by similarities between their process as malware busters and what collaborators in an immersive narrative piece like Eldritch had in common ... and the subject of their research? The stuff of nightmares, but also an important collection of cautionary tales about the unintended consequences of some technological choices. How deliciously diabolical to have him involved in building fictional versions of the real threats he (and many others) hunts.

In October 2006, we started laying our plans for an episodic, immersive narrative experience: a thriller about security, nightmares, suffering, hopelessness and Pandora's boxes all rolled together through the lens of H.P. Lovecraft's "weird fiction" legacy. In April 2007, Eldritch Errors launched with a flurry of strange packages, cryptic Craigslist ads from a goth psychic plagued by nightmares, and a bickering community of Internet security experts. By the time you encounter this blog in early September 2007, we'll have reached the end of the "first book" in this on-going series, "The Providence Prophecies," and be entering the "first interlude" -- the less narratively intense breathers in between books.

Schmeldritch is something that happens in between the episodes of Eldritch. It is an opportunity to share some tidbits from behind the scenes and some "how to" tutorials for other immersive narrativists dissecting the production. It is a place to discuss intent and theory with the participants, the audience and the broader community of other experimental storytellers. We have a substantial two-year arc sketched out for Eldritch, so there will always be a huge number of topics that we choose to keep tight-lipped about (we don't want to ruin any surprises.) What we post here at Eldritch, though, is meant to stimulate discussion (don't be shy at striking up conversations with us in the comments!)

Interludes aren't particularly long, though. And once the interlude is over and the more intense action starts unfolding again, Schmeldritch will be a quiet place until the next interlude.