Writing Process Blog Hop

There’ a meme going ’round, focusing on writing process. Joe Iriarte was kind enough to tag me in to take a turn.

1) What are you working on?

I’m finishing up the editorial revisions on The Younger Gods, my new urban fantasy coming toward the end of the year. It’s a bit darker and way more mythological-y than the Ree Reyes books, about the one moral son in a family of callous demon cultists. I’ve completed my second pass of this round, and now I’m going to add a couple of scenes to adjust the pacing and to clarify some worldbuilding elements. Then it goes back in for copy edits.

2) How does your work differ from others of its genre?

The biggest point of distinctiveness for The Younger Gods is probably the voice. Jacob Greene, the lead, is a character I’ve developed over a number of years, dating back to a story seed I had in undergrad. I wasn’t good enough as a writer to make that voice work, so I put the character away. I brought him back out for a role-playing game campaign, and after that, I had a good enough handle on him to write a different version in prose format, which became The Younger Gods.

3) Why do you write what you do?

The flippant answer would be ‘because I want to,’ but the more useful answer is, I think, because I am an aggregate remix of every influence, story, and experience that has made up my life. Much of my work tends to be action-driven, probably due to having grown up with action-driven video games and spending twenty years (on and off) studying martial arts.

4) How does your writing process work?

My process has changed a lot just over the almost two years since Geekomancy was published. When I first got started as a writer, I was almost entirely a pantser/gardener/discovery writer, which meant that I got a vague idea and then started writing.

No more. I’ve moved toward outlining project by project, and have been very happy wiThe last first draft I wrote of a novel was fully outlined (3-4 page outline), which I then expanded into scene by scene outlines about a third at a time, keeping ahead of my drafting. And as a result, I wrote the first draft of Hexomancy in just over four weeks. And for the next novel I write, I’m going to try to outline even better. Not outline more, but better. My hope is to do a stronger structural outline to incorporate sub-plots and balance pacing, so that my first draft is even better, so that I won’t have to do as much revision.

I don’t like the average chain-letter-meme thing, but I’d be happy to pass on the love. If you’d like to carry forward the meme, comment below and I’ll link through to your site. Applies to the first three commenters so interested. And anyone else who wants to pick up the thread is of course welcome to do so.

Marie Brennan Interview

Back in the day, when I was a fresh-faced n00b writer, I joined a writers group, including the Aggressively Competent Marie Brennan, about to debut with Doppelganger (now titled Warrior) from Warner-Aspect. Marie and I met through a gaming troupe, and it’s been a pleasure to watch her steady career growth, including a huge step up with her Memoirs of Lady Trent series (starting with A Natural History of Dragons, continuing with The Tropic of Serpents, both from Tor books)

Marie is a dear friend, so I was excited to catch up with her and share our conversation with you all.

First, a quick Bio for Marie:

Marie Brennan is a former academic with a background in archaeology, anthropology, and folklore, which she now puts to rather cockeyed use in writing fantasy. She lives in the San Francisco Bay Area, where she spends her time practicing piano, studying karate, and playing a variety of role-playing games.

Marie Brennan

And now, the interview!

Mike Underwood: Can you tell us real quick about your newest projects, Chains and Memory and The Tropic of Serpents?

Marie Brennan: They’re wildly different projects — which is a very good thing! I like getting a change of pace, rather than telling the same type of story over and over and over again. The Tropic of Serpents is the second in the Memoirs of Lady Trent, which is the autobiography of a pseudo-Victorian gentlewoman who travels the world studying dragons. These aren’t your magical, sentient creatures out of Tolkien; dragons in her world are wild animals — but no less wondrous for all of that.

Chains and Memory, on the other hand, is the sequel to a novel I published in 2012, Lies and Prophecy. The Wilders series are urban fantasies . . . or as I sometimes describe them, near-future alternate-history mildly-post-apocalyptic urban fantasies. Pyschic powers have become ubiquitous; the protagonists are college students studying magic and trying to deal with a sudden threat against one of their friends.

MU: Who did you have to kill to get that amazing Todd Lockwood art for the Dragons books?

MB: I could tell you . . . but then I’d have to kill you. 🙂

MU: That’s fair. Have you been in contact with Todd directly, or was he just working off of the manuscript?

MB: I’ve been fortunate enough to meet him a couple of times, usually when I’m passing through Seattle on book tour. We talk a bit, but mostly he works off the notes I send through my editor, describing the material to be included in the image.

MU: When you were writing Isabella’s adventures, did you have the older Isabella’s perspective already in place in the first draft, or did you draft through and then add the older Isabella perspective? What have you found to be the challenges and benefits of writing in this memoir-style POV?

MB: Oh, it’s there from the start. I couldn’t possibly write her narration without keeping in mind the fact that she’s an old woman talking about her youth; I’d end up ripping out 95% of the words and replacing them if I tried to start with the young version and then add in the old one post facto.

The challenge is that you always, always have to bear in mind that your narrator is consciously writing for her audience (i.e. the people in Isabella’s own world). That means there are things she won’t say, maybe because they’re obvious to her readers, maybe because they’re too personal and she’s not going to share them publicly. But since you’re writing for readers in your own world, you have to find a way to get that information in there regardless. On the other hand, the benefit is that she’s very self-reflexive; she can comment (often critically) on her own past decisions and attitudes, which invites the reader to then consider how they judge her judgment, if you follow me. And absolutely everything becomes characterization: I can get away with six straight paragraphs of Isabella describing the Green Hell (the jungle where she spends much of her time in The Tropic of Serpents) because it isn’t just description; it’s also character.

MU: The Wilders books (Lies and Prophecy and Chains of Memory) and  are projects you’ve had in mind for a long time. How has your perspective on the story and the characters changed since you first imagined the story?

MB: In a way, having more than a decade to mull over the story has been a good thing. I came up with the first, early ideas for it not long after I finished the original draft of Lies and Prophecy, nigh on fifteen years ago, but those ideas were just seeds. They took root in my brain and have been growing ever since — and in fact, thinking through Chains and Memory ended up feeding back into the first book as I revised and eventually published it. There are elements of Lies and Prophecy that are there because I thought, okay, if I want to make X be a big issue in the sequel, I need to establish its existence from the start. And oh, huh, if I’m going to be dealing with Y, that would probably change the way these other things get presented early on.

I wouldn’t recommend this process for every series. You have to be really passionate about a story to still care about it and want to write it a decade later. But in the case of the Wilders books, it helped make the whole thing so much richer.

MU: Can you talk about one element from the books that especially benefited from the gestation, without getting too spoiler-y? Are they questions of character, setting, plot?

MB: The biggest example is sort of half-character, half-setting. I originally wrote Lies and Prophecy as a stand-alone book — less because I thought the story itself ended there, more because after that, it didn’t seem like it was the story of my protagonists anymore. It would be in the hands of other characters. But a year or two after finishing the first draft, I realized that the nebulous shreds of additional story floating around my head all had a common element, and that was the wilders: the people born with extraordinarily strong psychic gifts, rather than developing them at puberty.

Julian, one of the two main protagonists, is a wilder, and so I’d thrown bits and pieces of background about that into the first draft of the book. As I started thinking through how I would continue the story in Chains and Memory, he grew immensely as a character, because I had to take those bits and pieces and flesh them out: think through their underpinnings and their effects and what those would mean not just for him, but for all the people like him. So that entire component of the world became 400% richer, and so did he — and by extension Kim, because of her relationship with him.

MU: Very cool. It’s fun to dig back and re-approach works after a long time – I’m so glad that you’ve been able to get the Wilders projects out, since they’ve been with you for so long.

You started with adventure fantasy, then moved on to historical fantasy, and now you’re writing contemporary and secondary world-but-kinda-historical-ish fantasy. Does one of these styles feel the most natural for you? If not, what have you done to make each mode of fantasy fit your writing?

MB: I think historical and historical-ish feel the most natural for me right now, but I also think that’s because they’re what I’ve been doing for about seven years, from the Onyx Court books up through the Memoirs. It’s been a challenge getting back into a more contemporary voice for Chains and Memory. And there’s a short story I’m working on that might become the foundation for either a linked series of stories or maybe some novels, which would be set in a non-historical secondary world; it turns out that those gears in my head are incredibly rusty. I love the inventiveness of it, but I keep reflexively thinking “okay, so what time period and place am I going to base this on?” I have to remind myself that the answer is, none of them. I can steal bits and pieces, but I’m allowed to mix and match them and make new stuff up. You don’t realize how much of a skill that is until you don’t practice it for years!

MU: I love the Driftwood setting, and have for quite a while. Could you talk a bit about how your anthropology/folklore training has impacted the way you construct Driftwood? Also, will we ever find out what’s up with Last? (I don’t have much hope for a straight answer on this one).

MB: You’ll get bits and pieces of his story, the way you have so far — but no, I’m never going to tell you exactly what’s up with him. That would ruin the fun!

Oddly, Driftwood is the setting where I tell myself to throw the anthropology and folklore out the window. My impulse is to try and create coherent, well-knit worlds, where if I say the religion preaches that the soul remains in the body forever after death, I have to think about what the consequences of that would be for funerary practices and property law and all the rest of it. That’s the anthropology talking, trying to make the cultures believable. But Driftwood isn’t about coherence and well-knit worlds: it’s about fragmentation. So I can make up anything I like and chuck in there, because the answer to “what does this mean for property law?” is “their government has fallen apart anyway and there’s only five people left in that world, surrounded by stacks of haunted corpses”. (I just made that idea up while writing this answer, and now I want to make a story out of it.) I sometimes pull bits from things I’ve read about other cultures, but a lot of it is me cutting loose and going way out on a limb.

MU: What are you working on next, writing-wise? Is there a genre, sub-genre, or medium you’d like to work in but haven’t gotten the chance to?

MB: I have one idea for a poem. One. And god help me, it wants to be a sestina. Writing a good sestina when you don’t have any skill at poetry or any other ideas to practice on turns out to be really, really hard.

At the moment I’m drafting Chains and Memory. I’m running a Kickstarter campaign to fund it, since this is a side project of mine; I met my initial goal early on, but there are some stretch goals for which I have my fingers crossed. And then after that, it’s the fourth book of the Memoirs. Fourth out of five, which means I’m already looking ahead to what I’ll do next, even though that’s a couple of years off. I’d like to get a foothold in YA, write for both audiences; the Wilders series is alllllmost YA, but not quite — college is a bit too old for that category.

MU: Could you talk a bit about the way you relate gaming (tabletop and LARP) to writing? Do you have a specific process for adapting material to or from gaming, and if so, could you share it? If not, how has each case been different?

MB: Each case has been different. In a couple of instances I’ve directly adapted bits of plot from a game; that happened with Midnight Never Come (and to a lesser extent A Star Shall Fall), and with my novelette “False Colours.” But even in those cases, what I’ve done is taken a few plot points, then said, okay, if I’m going to make those happen, what framework can I build to hold them? And the framework itself is new invention. Usually the connection is looser, though. I have an idea for a YA series that would involve taking the background I made up for my character and making that the actual story.

The two major skills I take away from gaming are character and “narrative space” — those coming from the player and game master angles, respectively. As a player, I live very intensely in the head of a single character, which means I get to know them much better than the characters of my novels, who have to share my attention with everybody else in the book. Doing that helps me port the skills over. As a game master, I make my job easier if I lay down a foundation of material within which the story can happen: political factions, different types of conflict, etc. In a game, that means the players can run around more freely, and I can easily respond on the fly. In a novel, it gives me a whole array of tools I can choose from when I’m halfway through the book and need the protagonist to find an ally or screw something up. If you want a non-game example of the latter, look no further than the dinner party in Lois McMaster Bujold’s A Civil Campaign. She didn’t have to invent things to make that party a flaming trainwreck for the characters; she just had to take the things she already had and put them in a room together. The result was spectacular.

MU: If you could train with the greatest master ever of any martial art/weapon form ever known, who/what would it be, and why?

MB: Inigo Montoya.

Was there every any doubt? He’s the reason I studied fencing in the first place. Of course I would leap at the chance to train with him.

MU: What is your favorite RPG system so far, and what makes it your favorite?

MB: I’ve become intensely fond of Legend of the Five Rings — to the point that I’m a freelancer for the RPG line now. The setting is fantasy, but inspired by Japanese history, and it’s amazingly rich: there are many different interesting factions, a thousand years of in-world backstory, and lots of little cultural details of the sort that most RPGs don’t bother with. (How many game lines devote part of their books to talking about the customs surrounding birth, marriage, and death, and how these vary from clan to clan? How many games go off onto random deep-dives about sake brewing or poetry?) The richness of the setting can be a little intimidating for newcomers, but if you’re the sort of person who digs the immersiveness of it, it’s incredibly rewarding.

MU: Major love for L5R from me, too. What would you say is your favorite clan and favorite sourcebook, and why?

MB: Dragon Clan, all the way! I actually got into freelancing for AEG because of a sidebar in the book Imperial Histories that talks about what the Empire might have been like had a different Kami won the tournament to rule it. The sidebar says that had Togashi (the founder of the Dragon Clan) won, Rokugan would have been much more like the world of a wuxia film. I loved that idea enough to write an alternate-universe version of the setting called “The Togashi Dynasty,” which ended up being published in Imperial Histories 2. The Dragon are well-suited to mysterious, mystical kinds of stories, and those are exactly the kind of thing I dig.

But one of the main strengths of L5R is that I can totally understand why somebody might be a fan of any of the clans. They all have their selling points, and even if a given one isn’t my cup of tea, I don’t doubt that it’s somebody’s. Because of that, my favorite sourcebook (so far) is probably a toss-up between The Great Clans, which spends an entire chapter exploring each of them in detail, and Emerald Empire, which is basically the anthropology book of the setting. I think I knew I was going to love L5R when I discovered there was a whole book that had not just mechanics, but chapters on religion and law enforcement and social customs and more.

Be sure to check out Marie’s Kickstarter for Chains of Memory, the second of the Wilders books – it’s in the final days, and is moving forward to some excellent stretch goals.

And while you’re at it, check out one of her novels or stories via her website.

 

AMA after-action

My fingers are still sore from last night’s amazing AMA over on Reddit’s r/fantasy community. I had questions about publishing, pizza, Shield and Crocus, writing technique, Geek-fu, the Ree Reyes series, fencing, board games, and tango – basically, my whole life. 🙂

Check out the AMA archive here for all of the fun.

Scott Pilgrim vs. the Narrow Demographic

This is going to get deep into Spoilers, friends.  See the movie, then read this post.  If you’ve generally agreed with my reviews, than just go see Scott Pilgrim vs. the World and come back to read this post after.

The film adaptation of Bryan O’Malley’s geek-tastic Scott Pilgrim comic series hit the big screens last week…to unimpressive monetary results, bringing in just over $10 million, 5th place behind 1) The Expendables 2) Eat, Pray, Love 3) The Other Guys and 4) Inception.

Its rating is in the high 80%s, higher than all of the movies which beat it monetarily (except Inception).  It has tons of geek appeal.  So why did it “bomb”?

Here’s the thing — it’s very particular geek appeal.

Scott Pilgrim vs. the World is for people who (preferably) share several or more of the following traits:

  1. Played a lot of video games as a kid
  2. But they have to be games of the NES to SNES era with MIDI music
  3. And should include a lot of 2-d fighting games like Street Fighter and Mortal Kombat, as well as Legend of Zelda.
  4. Have been in a band.
  5. Follow their town/city’s underground music scene.
  6. Enjoy hyper-kinetic narratives.
  7. Understand what a Bob-Omb is.
  8. Know what a 1UP does.
  9. Watched Seinfeld.
  10. Have had several painful breakups and carry around romantic baggage.
  11. Enjoy expressionistic and highly stylized storytelling.

Moreso than possibly any movie in recent memory, the very celluloid upon which the Scott Pilgrim movie is filmed is comprised of Geekdom.  Geekiness was like oxygen.  The film is densely coded with visual and auditory references to geek culture, from comics to video games, but also to sitcoms and with commentary on the romantic comedy genre.  It starts with a chiptune version of the Universal theme as the screen shows a slowly turning old-school video game graphics rendering of the Universal globe.  The opening credit sequence is rife with visual allusions to video games and comics.

If these references go over your head, Scott Pilgrim may not be for you.  It’s easy to position as a representative narrative for Generation Y (or Generation X, depending on who you ask), which also leads into another point that some have raised. Why, though, do some reviewers find it necessary to rag on the target demographic of a film that they (the reviewer) ostensibly didn’t understand or enjoy?

See, for example, this NPR story, which links to a number of the negative review (more of the film’s target audience than the film itself): http://www.npr.org/templates/story/story.php?storyId=129150813

Did you read that story?  Ok.

So what we have here is a movie that is really most effective for a narrow demographic, and somehow that makes it a bad movie.  Do reviewers pan a romantic comedy when it doesn’t try to appeal to people outside the ‘chick flick’ audience?  Or rag on an action movie when it fails to transcend its genre and compete for an Best Picture Oscar?

What about Scott Pilgrim is it that attracted such rancor in reviews?  Is it the same thing that lead to the film’s mediocre box office performance?  i09.com’s Cyriaque Lamar gives several reasons in this article: http://io9.com/5613417/scott-pilgrim-vs-the-lamentable-weekend-gross-++-what-happened

But I don’t know if I think those reasons quite add up.

Some may call Scott Pilgrim’s “failure” a referendum on geek culture, heralding the end of the Age of the Geek.  I’m more inclined to point at the fact that the film uses a great deal of medium and genre emulation in its cinematography, as the film at turns replicates comic books, video games, the fighter genre of games, sitcoms and the indie drama/comedy. Scott Pilgrim vs. the World leaps nimbly between those styles and referents, and for a viewer conversant with the Recommended Reading/Viewing/Playing, it works.  I’ve never laughed so continually or so un-selfconsciously at a film in quite a long time.

This wasn’t a film where geek culture was being re-packaged for the majority, like the X-Men films or Iron Man or Spider-Man films.  In these cases, a character and/or story well-known in the geek community is re-told and re-purposed for a general audience, adapting it to be more understandable, with a smoothed-out backstory less laden with decades of continuity.  While Scott Pilgrim was adapted and streamlined for the screen, it was still (for me) very much a geeky movie for geeks, and never apologized for it.

It’s also important to discuss the Hipster aspect of the film.  Pilgrim of the movie is less actively a geek than he is in the comics, and instead comes off as in no small part a slacker hipster kid — he has little life ambition, plays in a band, but isn’t any good at it, and only shows agency and energy when it comes to Ramona and then his fight scenes.  There are a number of places where Hipster culture and Geek culture overlap, which I find amusing since for me, at their hearts, Geekiness and Hipsterness are antithetical.

In my evaluation, Geekdom is at its core a culture of geniune enthusiasm.  You “geek out” about something when your enthusiasm shows to a degree which may be seen as excessive to some.

By contrast, Hipsterness for me is about irony — it’s about taking an attitude/position towards something.  Hipsters associate with cultural materials or behaviors, but they do so to comment on them in a kind of Bertold Brecht way — Hipsters drink PBR because of its blue-collar associations, made ironic by the fact that most Hipsters come from decidely white-collar backgrounds — Hipsters listen to music and then take a ‘been there done that’ attitude to it.

Not being engaged in Hipster culture, my ideas about it are nowhere as developed as my thoughts on geek culture — but it’s worth the time to talk a bit about Hipsters for Scott Pilgrim, due to the associations on the part of both the film and the source comic (which delves deeply into the Toronto scenester world).

Scott Pilgrim vs. the World combines Romantic Comedy, Battle of the Bands, Fighting Game and Coming-of-Age tropes and tale-types, positing a world where young men and women have troubled romantic and personal histories as they fumble around trying to learn how to be themselves, but despite that complication, the world can be made simple by the application of the video game logic — Scott Pilgrim can bring his video game experience to bear and literalize the metaphor of “dealing with baggage from your S.O.’s exes” by fighting them in sequence.  Scott Pilgrim literalizes several more metaphors of romance/baggage, from the ex who can still “Get into your head” (the chip) to being your own worst enemy (Nega-Scott!).

Some have discussed Scott Pilgrim vs. the World as a musical, but instead of singing, the characters fight — they still have soundtracks that convey the emotions of the scene, but express themselves and resolve conflicts via juggles and 64-hit combos and leveling up rather than in singing.

Scott Pilgrim vs. the World will likely even out or turn a profit, given the chance that it will develop a strong record of DVD sales and home-release viewing.

If you read this blog, Scott Pilgrim vs. the World is probably for you.  I enjoyed the hell out of it, and plan to see it at least once more in theatres, delving deeper into the thickly-laid references.

Why Charles Stross Hates Star Trek…And Why I Don’t

Look, more arguing about SF television!  This time, however, I’m talking about an essay by noted Science Fiction author Charles Stross.  I was first exposed to his work through several of the short fiction pieces later collected in the volume Accelerando.  Much of Stross’s work emerges deeply from the socio-political context of the setting, with notable worldbuilding put into the setting.  I agree with much of what Stross has to say, but my ideas contrast enough to mention.

http://www.antipope.org/charlie/blog-static/2009/10/why_i_hate_star_trek.html

I’m hoping that you’ve already read the essay before coming back here.

Stross primarily takes objection to the story-making process.  For Stross, space operas such as the Star Trek franchise after the original series or Babylon 5 follow this process (paraphrased here through my interpretation):

Start with the interpersonal drama that forms the narrative’s center, then build a world around those characters that fills out the setting and enables the primary conflict.

The process positioned as Stross’s favorite is as such:

“I start by trying to draw a cognitive map of a culture, and then establish a handful of characters who are products of (and producers of) that culture. The culture in question differs from our own: there will be knowledge or techniques or tools that we don’t have, and these have social effects and the social effects have second order effects […] And then I have to work with characters who arise naturally from this culture and take this stuff for granted, and try and think myself inside their heads. Then I start looking for a source of conflict, and work out what cognitive or technological tools my protagonists will likely turn to to deal with it.”

So here’s the thing — I think both of these processes are valid.  One creates a setting designed to highlight the way that cultural/technological difference creates different social systems and different people who then have conflicts that emerge from those social contexts.  The other creates stories where technological/social context is designed to support the overall character conflict.

Part of why I’m fine with both of these processes is that it’s hard to say ‘interpersonal conflict isn’t important.   All of the worldbuilding ever doesn’t matter if you don’t care about the characters.

Now since I’ve read Stross’ work I know that he’s competent and can follow the process he supports and succeed at telling compelling stories.  But I’m also a notable fan of Babylon 5, the new Battlestar Galactica, and Star Trek: The Next Generation.

Coming back to the point:  I agree with Stross that if you tell stories where the setting is interchangeable, the dramatic weight of the story can’t hang on that flimsy interchangeable setting.  For me, the important part of Star Wars isn’t lightsabers and death stars, it’s a story about family, temptation, and power.  And it’s hard to ignore universal themes.

However, the kind of SF that Stross is talking about as growing out of social situation, the sociological SF, is invaluable in its own right.  There are many ways of telling stories — some are formulaic and exist only to support the status quo for all its complexity, mixing in ambition and misogyny, institutionalized racism but also love and family.  Others challenge specific aspects of society, or imagine an entirely fabricated society to point out the implications of scientific/social change.  I’d rather tell and support stories that encourage social justice and a curiosity about possibility, for sure, but it’s often hard to get those stories supported/published and to find a balance between getting people to listen to your point of view and preaching/provoking/condescending.

I agree with Stross on the generalities of the argument, but take objection to some of his examples. I agree with the the mention that the time-frame of television is so limited as to leave precious little room for world building and still be able to present the dramatic arcs.  It’s one of the challenges of the form, but doesn’t discount that medium from being valid for sociological SF.

Now for the details.  Let’s start with Battlestar Galactica — much of Battlestar Galactica emerges from its setting, which features a race of sentient beings who can love, hate, show remorse and every other emotion but happen to be synthetically created, grown, and moreover, grown in one of 12/11 models of identical bodies.  Battlestar didn’t focus as much on those types of dramatic questions as some might have liked (myself included), didn’t spend all its time talking about Cylon/human relations or the dramatic play that comes from the survivors of an apocalypse shuffled into a couple dozen starships with all traditional kinship ripped to shreds.  But those situations were present and did indicate the type of characters who emerged from that setting, and influenced the ways that the interpersonal drama unfolded. It certainly won’t stop me from wanting to do my ‘Anthropologists!  In! Space!’ novel which is inspired greatly by BSG but wants to put that sociological focus in the forefront.  Things that piss us off or we think are done sloppily/imperfectly can be just as much an inspiration as things done well (often more).

More examples.  Babylon 5 is deeply interpersonal, but I disagree that it follows the ‘tech the tech so that the tech over-techs’ solutions that Ron Moore discussed at the NY television festival.   For me, the dramatic thrust of Babylon 5 focused on bridging boundaries between cultures with contrasting ideologies, the challenges of being both a member of a species/culture and trying to act as a neutral host enabling diplomacy.  I feel like very few of its stories were resolved with handwavium, and even if the interpersonal drama was foregrounded, those characters emerged out of their science fictional worlds — psychics taken away from their families, leaders driven to bend/break the rules of engagement to defend the people under their command (during a war with aliens that started as a result of a cultural misunderstanding), and more.

Star Trek: The Next Generation is certainly guilty of ‘Tech the tech-tech and reverse the other tech,’ as deus ex machina for many conflicts.  But it also served as my introduction to sociological sf, cultural relativism, and many of the tropes of science fiction which have kept me a fan of the genre and made me appreciate all that it can do.  When the crew crashes up against the Prime Directive, trying to find the balance between spreading their favored paradigm and dictating how other people should live their lives, that for me is part of what makes science fiction worthwhile.

I don’t think all science fiction needs to be intensely sociological.  I appreciate my Star Wars and my LOST and the like.  I can enjoy those shows and still appreciate The Demolished Man, Parable of the Sower, and other sociological SF stories.  Maybe TV isn’t the ideal medium for sociological SF requiring intense worldbuilding, but it may be the medium for introducing people to science fictional elements like multiple dimensions or time travel or genetic modification, which then hopefully prepares viewers/readers for reading the more high-context novels/stories/films/etc.

To come back to agreement, I’m with Stross in noting that SF television has a big challenge in that it has to satisfy the executives who have a final call on whether shows air/continue.  I’m not saying that I know more about what makes good tv than any given network executive — I haven’t been a network exec and I’m not likely to ever be one.  But I would say this to those executives:

You want to make money — one of the ways you may be able to do that is to find auteurs/production companies who have a great deal of cultural/economic cache, and then let them make the shows that they want to make.  Fans are likely to follow them, and the kind of fans that follow those prominent auteurs/teams are evangelical, and will spread their enthusiasm over into other groups.  Groundbreaking, provocative television gets a lot of attention.  Shows like Mad Men, the Sopranos, and more.  Without taking big risks, you cut yourselves off from big rewards.

One of the major problems with the perspective of writers/audiences vs the perspective of executives is that the priorities are completely different.  I want to eat, sure, but as a writer, I want the chance to make statements and incite conversations about possibility, society, and individuals.  And it may be that the executives of NBC, FOX, CBS, ABC and everyone else just don’t care about changing the world, or changing people’s minds’ (other than changing their mind about which tv show to watch and which products from advertisers to buy).  And that’s a systemic problem of the consumer storytelling industry, and deserving of its own blog posts.  Lots of them.

“I Remember When SF Was All About Straight Men Doing Stuff.”

At least, that’s my paraphrase of this essay from “The Spearhead”

http://www.the-spearhead.com/2009/10/09/the-war-on-science-fiction-and-marvin-minsky/

Have you read that?  No?  Go back and check it out.  Take a walk or go sparring to work out your righteous fury, then come back to read.

Done?  Ok.

The essay in question is both 1) infuriating and 2) about genre fiction and society.  Which makes it a great topic for a blog post!  The essay is one of the writings from The Spearhead, a group blog designed to focus on men’s issues and men’s voices (as response to a perceived ‘cultural gap’ that has ignored men’s voices).  While I agree that part of the ‘let’s all be equal’ agenda must include an analysis of how cultural forces shape men’s perception of the world and define masculinity in a way that is exploitative of men and teaches exploitation of women — I don’t think the Spearhead writers and I agree on the nature of the problem with men’s status in society or how to address it.

The essay starts out with a bang:

“Science fiction is a very male form of fiction.  Considerably more men than women are interested in reading and watching science fiction.  This is no surprise.  Science fiction traditionally is about men doing things, inventing new technologies, exploring new worlds, making new scientific discoveries, terraforming planets, etc.  Many men working in the fields of science, engineering, and technology have cited science fiction (such as the original Star Trek) for inspiring them when they were boys to establish careers in these fields.”

This particular essay focuses on a limited definition of what ‘science fiction’ means, in a Golden Age Asimov kind of fashion, where characters were as flat as the paper they were printed on, little more than mouthpieces for expositing and resolving scientific issues.  Now don’t get me wrong — there’s some great idea work in Golden Age SF — it’s that era that helped develop SF as the Literature of Ideas.  But the genre has developed since then, it has become larger and (to me, more relevant and sophisticated.  We’ve gotten Alfred Bester and Thomas Disch, Ursula LeGuin and Octavia Butler, Samuel Delaney and Connie Willis.

To begin with, the essay relies upon versions of masculinity that are unsurprisingly as old and outmoded as the SF they rely on.  For “Pro-Male/Anti-Feminist Tech” — masculinity, like SF is about “men doing things, inventing new technologies, exploring new worlds, making new scientific discoveries, terraforming planets, etc.” The author references scientists who speak about being inspired by SF to move into their disciplines.  Of course I agree that  science fiction is instrumental in inspiring and encouraging scientific development.

On the other hand, it’s as if there have never been any female engineers or scientists who have never been inspired by science fiction.  And in other news, all men smoke cigars and drink scotch at work with expertly coiffed hair while wearing fedoras and the only power women have is influencing men through their sexuality while working as secretaries.  No wait, that’s Mad Men.

The author talks about the name change of SciFi as part of a feminizing trend, following the 1998 changeover when Bonnie Hammer assumed control of the channel and began courting female readers.   The 2000s era Battlestar Galactica is positioned as one of the culprits of a feminizing Sci-Fi channel, since the character of Starbuck was changed into a woman.  Strangely, it’s Starbuck the woman who is also Starbuck the cigar-smoking, hard drinking, sleeps with anything that moves.   That part is not mentioned in the essay — instead the author points to an essay by original Starbuck Dirk Benedict, bemoaning the “un-imagining” of Battlestar Galactica.

Pro-Male/Anti-Feminist Tech also talks about the shift in programming towards fantasy and away from science fiction, because “women are more interested in the supernatural and the paranormal than men are.”  Is this supposed to be a biological pre-disposition?  The author then complains about the increasing presence of gay characters on the channel (as a death knell post-name change) — and how that means that it well be less about men doing things.  Does the set of ‘men’ exclude homosexual men in this case?

The author then cites Marvin Minsky, an AI researcher at MIT.  Minsky gives his distinction between general fiction and science fiction as such: “General fiction is pretty much about ways that people get into problems and screw their lives up. Science fiction is about everything else.”  This is a notably reductive definition to be sure, specious at best.  Where does 1984 fit in there?  Winston Smith ‘gets into problems and screws his life up,’ among many others. This depiction of science fiction as the only fiction with ‘real importance’ is an insular isolationist stance that fails to acknowledge that powerful, historically-relevant literature can occur without spaceships or advanced physics.  I like my SF and think it’s had important effects, but it’s not the only game in town, for sure.

“The War on Science Fiction and Marvin Minsky” is representative of the perspective of someone within the world of SF fandom, a part that exists and continues to proceed despite the fact that the mainstream has moved away from them.  Analog Science Fiction and Fact is often noted as the home of this mode of SF, and the magazine continues as it has for decades, admirable for its continuity.  I think we need the scientifically rigorous aspect of speculative fiction, the part that refuses to use handwavium to solve its problems just to get to the point and instead interrogates the ways that the possible could become reality.  Hard SF may not be for me, but it’s an important part of the genre.

A lack of hard science doesn’t automatically make a science fiction story into melodrama.  And I certainly don’t think that either scientific rigor or the science fiction genre is or should be part-and-parcel with outdated gender norms, homophobia and misogyny.