Everything Bad Makes a Puzzle: Some Thoughts on Everything Bad is Good For You
There’s a certain kind of structure I’ve lately begun to notice in certain novels. These books read like puzzles, telling one story directly and overtly while implying a second story, or highly variant reading of the first story, through carefully-placed gaps, contradictions, and seemingly-irrelevant details. Throwaway references in highly-disparate points of the book might imply a completely different way to read at least the plot and often the tone or theme. It’s something Gene Wolfe does a lot; other examples I’ve noticed lately are Joyce Carol Oates’ The Accursed, Helen Oyeyemi’s White is For Witching, and Caitlín Kiernan’s The Red Tree. I’d been trying to work out what to make of this ‘puzzlebook’ technique, when as it happened I read a completely different book that seemed to have something to say about this structure — among many other things.
Steven Johnson’s 2005 non-fiction book Everything Bad Is Good For You is an argument about the structure and cognitive benefits of popular culture. Johnson suggests that video games, for example, sharpen certain kinds of problem-solving skills, and in general that the experience of games, TV shows, the internet, and to an extent film represents an engagement with increasing complexity. Most fascinating to me were his discussions of TV and of the way TV’s grown more structurally complex over the past few decades. He seems to me to have not only accurately identified how televised stories have changed but also by extension to have suggested how storytelling generally may be changing. And that in turn perhaps implies a broader context for the ‘puzzlebooks’ I seem to be coming across more and more often.