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Plaintext
142 lines
12 KiB
Plaintext
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Episode: 2862
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Title: HPR2862: Art vs. Commerce In Storytelling
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr2862/hpr2862.mp3
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Transcribed: 2025-10-24 12:24:33
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---
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This is HPR episode 2008-162 entitled RTS, commerce storytelling and in part of the series,
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random elements on storytelling, it is hosted by Lost in Rocks and in about 14 minutes long
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and carrying a clean flag.
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The summer is Lost in Rocks and Mammoth story must both art and products.
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This episode of HBR is brought to you by AnanasThost.com.
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Get 15% discount on all shared hosting with the offer code HPR15, that's HPR15.
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Better web hosting that's honest and fair at AnanasThost.com.
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Hello, this is Lost in Rocks and today I'm going to talk to you a little bit about
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storytelling but this is likely to be the last in this series of random elements of storytelling,
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at least for a while and it's a subject that I've touched on in many points along the way.
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But I'm going to focus solely on it right now and I think it's important because I think it's
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something that at least to a degree often gets lost in the shuffle when we're talking about
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stories and how to create them and why we're creating them.
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Now I'm in the car but at the moment I'm parked, I'm not driving just yet, I will be in just a
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little bit. Now at that point I'll be talking more off the cuff but right now I have something I
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want to read to you and of course I can't drive all I'm doing that so I'm going to read this to you
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and then we'll get into more of a general discussion. Now this is something I wrote myself.
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This is not some kind of profound piece of insight. This is solely my opinion but it's kind of
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put together in a way that it'll make it a little bit easier to express what I'm thinking about
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right at the beginning and then we'll get into maybe some examples or maybe just some back and forth.
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Between me and me as to whether or not any of it really has any merit. Okay all storytelling
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is creative but not all storytelling is art. Creativity and art are not synonymous while you
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can't have the latter without the former the reverse is not true. Storytelling designed to
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please an audience is a product. It doesn't matter if there's any money involved. This kind of
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storytelling is meant to produce a packaged item that will please a crowd, often a targeted crowd.
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Storytelling that is the expression of the teller regardless of the audience that is to say
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their pleasure and appreciation are not the goal. This sort of storytelling is art.
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Art may become a product if it can find an audience regardless of the creator's intent. Packaged
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and sold. Again this doesn't necessarily mean money but packaged and sold to a consumer base
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even if the creator was entirely disinterested in whether or not anyone else likes the work.
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This describes art as a product, artistic storytelling as a product. Do you see the distinction
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there? One is designed as a product from the start. The other is sold as a product after the fact.
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From an applied standpoint there's not always much difference between the two. However with well
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designed commercial projects there's considerable crossover between art and commerce.
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The merging isn't always easy or comfortable but it's absolutely possible for products
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designed for an audience to also have artistic merit. Are these then art? Well when you're dealing
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with this level of accomplishment the distinction gets a bit fuzzy. In other words it's subjective.
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To some it's art, to others it's product and to still others it's both. There's no dissonance
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there for these people. When such storytelling is done badly it's obvious to pretty much one and
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all that it was created and presented solely to be part of a positive consumer experience. However
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that looks for that particular tale. Like potato chips in a bag or toilet cleanser that does the
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job and even has a nice scent. Stories such as these are meant to fill a particular need and meet
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particular market demands. They are designed to bring the consumer back for more. They are goods
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on a shelf. They are widgets sold by the gross because everyone needs a new widget.
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Okay so that's my little soapbox moment. What do I really mean by all that and why does it matter
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when it comes to storytelling? Largely I've been focused on telling the kind of story you want to
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tell. Talking about different aspects of storytelling so that we can understand them a little bit
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better. Maybe understanding the stories we encounter but also to create are wrong. When we're
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talking about that where does the distinction between art and commerce come in? Well again first off
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I can't emphasize this highly enough that commerce or selling a story doesn't in this case
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necessarily mean money. People who create fan fiction for instance. Now many of them have fans
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that number in the thousands or even millions worldwide. Perhaps they're doing Twilight fan fiction
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or Avengers Endgame. You know the Marvel movies fan fiction for that. Fan fiction for different
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anime. They can gain a very loyal following. People that absolutely love and inhale their work
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left and right. They're not making a dime off of this. No one is. No one's getting rich doing it.
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Perhaps in this day and age they throw up a Patreon somewhere and make some money that way.
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Maybe a lot of money that way but that's not direct compensation for the product that's
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compensation for the work. A very fine distinction but we live in an era of fine distinctions.
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So what does that mean really? We're talking about a product. We're talking about something that's
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meant to please an audience. Whether or not that audience supports you. Whether or not they pay
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money to you. If your goal is to put a smile on their faces. If your goal is to entertain them
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to enlighten them. To do whatever. No matter what the monetary amount involved is. That's a product.
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This isn't something that solely came from inside regardless of what anyone else wants.
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Why is that important? Well again from a practical standpoint it probably isn't.
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The difference of course is that if you tailor your work to what is popular. What people are
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actually after. What they really want to consume. Odds are you're going to find an audience for it.
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Does that matter? Well it matters if it matters. It matters if it's important to you. Whether or not
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many people recognize your work and enjoy it or only a few. Or maybe only yourself.
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These things matter when it comes to storytelling. Almost more than any other type of
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creative endeavor because stories by their very nature are meant to be shared.
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So objectively speaking. Is it better to create a story with an audience in mind? In other words
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to create a product versus creating art? Well obviously that's going to be up to the storyteller.
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That's going to be up to the creator of the tale. The writer of the tale. The person telling the
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joke, the person writing the song. Whatever the exact kind of storytelling you're doing.
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It ultimately it's up to that person. What's important or not. But stories that aren't shared.
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Well you could argue they're not stories at all. I mean by its very nature isn't a story meant to be
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something that other people consume. Other people understand. They listen to the experience they've
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watched. Isn't this what a story is supposed to be about? In the modern day where we have interactive
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gaming. The listener is also a creator of the story. Someone who is helping to tell this tale.
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The distinction between the creator of a tale and the consumer of a tale is becoming blurred.
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More and more so as time goes on. I don't know if that's good or bad. It's just the way it is. So I
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guess it's neither or both. It's how you tell the story. It's how people consume it.
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And if that's ultimately what we're talking about. A blurring between story and consumption of
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story. Then aren't we in fact possibly at least possibly talking about a blurring between art
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and commerce. That is to say a product designed to be consumed by an audience that is also a piece
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of art. Now remember the distinction that I talked about. You know you can have art that is sold
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as a product after the fact or you can have a product designed from the very beginning to be sold
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to a consumer. And perhaps that has some artistic merit to it. But what I'm talking about now is
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a very fine distinction. Again, the era we live in. A very fine distinction where true art
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designed solely for the sake of artistic expression is also partially told that again art
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storytelling in this case. Stories partially told by the consumer themselves. They are in fact
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partially the artist of this tale. Now this distinction becomes extremely blurry. Why does it matter?
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Well because going forward stories may not look much like they used to. At least not all stories.
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Interactive storytelling. They're not quite games. They're not quite stories in the traditional
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sense. They're a little bit of both. Maybe they're entirely their own thing. The fewer options
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you give your audience, the less they have a stake in the story. The less they are the storyteller
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and more the audience. Truly the audience. The more options you give them, the more they are
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like the storyteller. And you were perhaps not the teller of the story but in fact just the
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coordinator. The one who put all the pieces there for the audience to pick up and tell their own
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tale. This could very very well be and I would go ahead and say this is the future of storytelling
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or much of it. Not not all of it. There will always be a place for theater. There will always be
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a place for telling ghost stories around a campfire. There'll always be a place for jokes
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for music but we're adding something. It's coming if it's not already here. A new type of storytelling
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where the blurring between art and commerce between storyteller and audience. There's almost no
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distinction at all. Yes, there might be money involved. Yes, there might be someone who wrote the
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thing. Yes, there might be someone who bought the thing and plays the thing. And yet somehow when
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you look at the details, when you look at the distinctions, it becomes harder and harder to tell
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where these distinctions went. This is pretty rambling and very esoteric but I think it matters and
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I think perhaps 10 years ago, 20 years ago this sort of thing was purely speculative. I don't think
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it is anymore and I think we're getting to a point where random elements of storytelling
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they may not be so easy to describe for future media, future stories. The difference between
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good character, good plots, subplots and all the other things I've talked about. These might begin
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to blur to the point where we can't tell where one begins and the other ends.
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At any rate, as I said, this is probably the last in this series for a while and it's an open
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series. If someone has an opinion, please, please record an episode of HPR and submit it for
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everyone to hear. And not just about this topic, but about any topic that you're passionate about,
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any topic that you think that people can listen to and adapt for their own lives because in the end
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isn't that what hacking is all about. Some might have wondered what random elements of storytelling
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had to do with hacking, but I always felt and still do that if we understand the pieces that go
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into our stories, these stories that make up our culture, that make up our lives, if we understand
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the pieces of them a little bit better, then we can change those to make them fit our lives a little
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bit better, to help shape our societies and our cultures a little bit better. To me, that's what
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hacking is all about. So yeah, if you've got something to say, please say it, please share it with
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other people because you have opinions and you have interests, you have passions, you have things
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that matter and they could matter to other people. This has been Lost in Bronx. Thank you for listening,
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take care.
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You've been listening to Hacker Public Radio at Hacker Public Radio. We are a community podcast
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network that release shows every weekday Monday through Friday. Today's show, like all our shows,
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was contributed by an HBR listener like yourself. If you ever thought of recording a podcast
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and click on our contributing to find out how easy it really is, Hacker Public Radio was found
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by the digital dog pound and the infonomicum computer club and it's part of the binary revolution
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at binrev.com. If you have comments on today's show, please email the host directly, leave a comment
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on the website or record a follow-up episode yourself. Unless otherwise status, today's show is
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released on the creative comments, attribution, share a like, 3.0 license.
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