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Monday, July 15th, 2024

    Time Event
    8:00a
    How Choose Your Own Adventure Books Became Beloved Among Generations of Readers

    We’ve all read plenty of literature written in the first person, and plenty of literature written in the third person. The second person, with its main subject of neither “I” nor “he” or “she” but “you,” is considerably harder to come by, and the writers who take it up tend to be experimenters (like B. S. Johnson or Georges Perec) or brazen in some other sense (like the Jay McInerney of Bright Lights, Big City). But if you grew up in the America of the nineteen-eighties or nineties, there’s a decent chance you absorbed a mega-dose of second-person narrative without even realizing it. It would have come in the form of Choose Your Own Adventure books, with that tantalizing promise on their covers: “YOU’RE THE STAR OF THE STORY!”

    You can hear the story of Choose Your Own Adventure books themselves told in the Galaxy Media Video at the top of the post — or, with greater homage paid to the branching-text form, in this recent New Yorker piece by Leslie Jamison. Reading a “Choose book,” she writes, “you got to imagine that you were getting into trouble in outer space, or in the future, or under the sea. You got to make choices every few pages: Do you ask the ghost about her intentions, or run away? Do you rebel against the alien overlords, or blindly obey them?”

    The second-person voice gave these books a bracing immediacy, but their real appeal lay, of course, in the choices they offered, and even more so in the consequences: sometimes glory, sometimes death, and more often a fate unsettlingly in between.

    The concept from which Choose Your Own Adventure books evolved was first conceived in the seventies by Edward Packard, a lawyer with a habit of consulting his children about what should happen next in their bedtime stories. His name will sound familiar indeed to anyone who lived a Choose books-laden childhood. He wrote the very first volume, The Cave of Time from 1979, as well as many that followed, including such memorably frightening or bizarre early issues as The Mystery of Chimney Rock, with its perilous haunted house, and Inside UFO 54–40, which offered a glimpse of paradise only to readers who “cheated” by ignoring its fixed decision paths.

    Back in the early nineties, when I was combing second-hand shops for Choose Your Own Adventure books, I quickly came to prefer the volumes from the late seventies and early eighties, with their exotically passé aesthetics and their relatively unsanitized content. In the video just above, writer-Youtuber Jason Arnopp looks at The Mystery of Chimney Rock and the later The Horror of High Ridge, whose illustrations of murderous Old West apparitions (none of whom have any regard for the lives of the wholesome-looking, sweater-clad teens at the center of the story) have stuck with me to this day. Adulthood has turned out to involve no confrontations with bloodthirsty ghosts wielding tomahawks and hot pokers. Nevertheless, Choose Your Own Adventure books taught generations of us the important lesson that there’s no such thing as a clear-cut decision; you’ve just got to turn the page and hope for the best.

    Related content:

    The 100 Greatest Children’s Books of All Time, According to 177 Books Experts from 56 Countries

    Digital Archives Give You Free Access to Thousands of Historical Children’s Books

    Enter an Archive of 7,000 Historical Children’s Books, All Digitized & Free to Read Online

    Play The Hitchhiker’s Guide to the Galaxy Video Game Free Online, Designed by Douglas Adams in 1984

    Starship Titanic: The Video Game Created by Douglas Adams (Hitchhiker’s Guide to the Galaxy), with Help from John Cleese & Terry Jones

    Based in Seoul, Colin Marshall writes and broadcasts on cities, language, and culture. His projects include the Substack newsletter Books on Cities and the book The Stateless City: a Walk through 21st-Century Los Angeles. Follow him on Twitter at @colinmarshall or on Facebook.

    9:00a
    Eno: The New “Generative Documentary” on Brian Eno That’s Never the Same Movie Twice

    Brian Eno once wrote that “it’s possible that our grandchildren will look at us in wonder and say, ‘You mean you used to listen to to exactly the same thing over and over again?’ ” That speculation comes from an essay on what he calls “generative music,” which is automatically produced by digital systems in accordance with human-set rules and preferences: “like live music, it is always different. Like recorded music, it is free of time-and-place limitations.” These words were first published nearly 30 years ago, in his book A Year with Swollen Appendices. Today, he has at least one grandchild, whose handwriting figures in one of the music videos from his latest solo album. That particular work may be non-generative, but his interest in the concept of the generative in art endures.

    This year, Eno even stars in a generative documentary about his life as an artist, music producer, and “sonic landscaper” directed by Gary Hustwit, best known for Helvetica and other non-fiction films on design. The New York Times’ Rob Tannenbaum writes that Eno “is unlike any other portrait of a musician. It’s not even a portrait, because it isn’t fixed or static. Instead, Hustwit used a proprietary software program that reconfigures the length, structure and contents of the movie.” This suited both Eno’s professional philosophy and his antipathy to the conventional documentary form. “Our lives are stories we write and rewrite,” Tannenbaum quotes him as writing in an e‑mail. ‘There is no single reliable narrative of a life.”

    In fact, there are about 52 quintillion different narratives, to go by the estimate of possible permutations of Eno Hustwit has given in interviews. “We could make a 10-hour series about Brian, and we still wouldn’t be scratching the surface of everything he’s done,” he told The Verge. “I just added a bunch of footage this past week that’s going into the Film Forum week two runs, which has never been in the system before.” Not only do “we get to keep digging into the footage and bringing new things into it, but we also get to keep changing the software. And I don’t know, in a year from now, what the film will look like or what the streaming versions of it will be.”

    What Eno didn’t have to clarify in 1996, but Hustwit has to clarify in 2024, is that this kind of generative film isn’t generated by artificial intelligence. Emphasizing that “the data set is all our material,” including 30 hours of interviews and 500 hours of conventionally shot film, Hustwit frames his enterprise’s custom software, acronymically called Brain One, “as more like gardening.” That metaphor could have come straight from Eno himself, who’s spoken about “changing the idea of the composer from somebody who stood at the top of a process and dictated precisely how it was carried out, to somebody who stood at the bottom of a process who carefully planted some rather well-selected seeds.” Eventually, “you stop thinking of yourself as me, the controller, you the audience, and you start thinking of all of us as the audience, all of us as people enjoying the garden together.”

    Related content:

    Eno: A 1973 Mini-Doc Shows Brian Eno at the Beginning of His Solo Career

    Watch Brian Eno’s “Video Paintings,” Where 1980s TV Technology Meets Visual Art

    Brian Eno on Creating Music and Art As Imaginary Landscapes (1989)

    How David Byrne and Brian Eno Make Music Together: A Short Documentary

    Watch Another Green World, a Hypnotic Portrait of Brian Eno (2010)

    Watch Brian Eno’s Experimental Film “The Ship,” Made with Artificial Intelligence

    Based in Seoul, Colin Marshall writes and broadcasts on cities, language, and culture. His projects include the Substack newsletter Books on Cities and the book The Stateless City: a Walk through 21st-Century Los Angeles. Follow him on Twitter at @colinmarshall or on Facebook.

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