Re-Post — Review: Brandon Sanderson’s Mistborn

Re-post review #2 with more commentary at the end.

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Misborn is Campbell-nominee Sanderson’s second novel, and the first in an unknown-length series in the Final Empire. Basic premise: A thousand years ago, a prophesied hero emerged to save the world from ‘The Deepness’ — he did so, then proceeded to take over the world and be a jerk to everyone. The ‘skaa’ peoples were enslaved (note the extra vowel. According to EU Star Wars Corrolary #1, it means they’re all clones. It also means they are not in fact a whole race delineated by their taste in music.) and the Epic Hero turned Lord Ruler sets up shop as absolute dictator with rival noble families serving as his aristocracy.

Mistborn follows street-urchin turned Magic Wuxia asskicker Vin and Charming Rogue Revolutionary Kelsier as they fight against the Lord Ruler and his creepy-as-hell Steel Inquisitors, Terminator-like folks with steel spikes through their eyes.

The magic system of Allomancy is one of Mistborn‘s strengths. Allomancers come in two types — Mistings and Mistborn. Allomancers can burn metals in their system to invoke several different abilities. One enhances physical abilities, one enhances senses, others let Allomancers push and pull on metals (to achieve wuxia-esque jumpy mobility), and so on. Mistings can only burn one metal, while Allomancers can burn all 10. Guess which type our heroes are? The multi-metal-burning, wuxia-style jumping around no-metal-blade using types, of course!

It’s a solid ride, with well-realized characters and one of the more believable romances that still uses standby tale types. I got all the way to the end before realizing that there are only a handful of female characters in the novel with speaking parts.

Please pardon this digression while I rant:

ATTENTION, AUTHORS! — Just because (one of) your lead character(s) is male/female, doesn’t mean you can then get away with having (almost) no other relevant/prevalent male/female characters in the novel! Aside from Vin, there are about 4 important female characters in the novel, 2 of which are already dead, and one of whom serves no more purpose than to be a gossip.

This example brings up a piece of folk wisdom regarding gender representation. There’s a saying which holds that a small proportion of women in a mixed gender group will seem only slightly imbalanced, and a group with 40% of women will seem women-heavy to many. This brings us back to the default-ness of the male gender in many/most societies, and our lingering biases in how people react to women taking action, taking charge, or taking center stage. Many/most geek cultures have been traditionally male-dominated, while some geek cultures have traditionally been female-dominated (fan fiction writers, especially slash fan-fiction communities).

As the demographics change, with a larger number and larger proportion of women in many geek cultures, geek culture must deal with this unconscious bias, as well as the fallacies of tokenism and the valorization/objectification of the beloved minority. Companies/cultural producers take advantage of the demographic, putting attractive geeky women in positions as hosts/objects of fandom, e.g. Blair Butler in G4TV’s Fresh Ink series about comic books. On one hand, it’s good to see women as well as men in positions of note within geek communities, as cultural producers, consumers, or critics. On the other hand, it’s important to look behind the surface and ask questions about intent, motivation, bias and market forces. A female possible host may be just as knowledgeable about the subject as a male possible host, but by selecting the female host, the producers/network/etc. is both giving a woman the chance to exert agency/power in the culture, to give a different perspective, but they are also likely making that decision to further their own profit agendas by playing to demographics. None of these decisions are simple or without nuance.

In closing, I’m glad that Sanderson chose to portray a complex, fleshed-out female lead, but I’m unhappy that in exchange for that one well-developed character, he seems to have neglected to populate his story with more than a tiny handful of other female characters of note.

Hello world

Welcome to 21st Century Geeks, an academic blog focusing on geek cultures and media convergence.

Here are the stakes:

We are entering and/or are already in a golden age of geek culture. Geek movies continually rock the box offices (Lord of the Rings, Spider-Man, Transformers, Iron Man), video games have become an immensely profitable entertainment medium embraced by the mainstream, and techno-culture is in.

Fan culture has grown and diversified, and convergence media allows for consumers to become cultural producers with wide distribution of their works, with intensely complex and thought-out works that bring into question the validity of IP and cultural ownership which is very visibly bringing copyright and IP into question. Harry Potter slash-fiction may prove to be one of the primary factors that leads to the downfall of copyright and IP laws as we know them. People who grew up in slash-writing communities move into college and go to law school and become IP lawyers years down the road. Each generation re-works the social order in subtle and not-so-subtle ways to fit their generational worldview/zeitgeist.

When the Napster Generation/Gen X/Y/Insert Catchy Generational Label Here hits the age of being able to dictate policy on these matters, we very may well have a sea change on our hands. Music distribution is already changing, especially as stockholders check the numbers and move to handing over the reins to younger execs more in tune with Web 2.0 and other 21st century marketing/business models, where attention is the commodity to be cultivated by a company. In a world where you can watch the whole first season of the smash hit Heroes online and watch one add five times instead of ten adds five times, the advertising paradigm has to change. Combine that with the rise of DVD-sales and direct-to-DVD cultural properties and we’re already in a transition.

What does that have to do with geekdom, though? Well, if we look at things like the short-lived show Firefly which was re-lit for a feature film because of intense fan engagement and DVD sales, or the direct-to-DVD Hellboy and superhero films, we’re seeing that geek media is in the foreground of these transitions in marketing strategy and cultural production. Where geeks go, the technology follows. Or where the tech goes, the geeks follow. It’s a perpetuating cycle of technological advancement and commoditization of cultural production.

As geekdom continues its ascent and moves towards the mainstream, it’s also manifesting more and more distinct subcultural markers. T-Shirts seem to be the primary display of geek style, with obscure video-game references, coding jokes, and markers of affiliation with comic characters providing the canvas for geeks to display their subcultural affiliation. Recognizing and obscure t-shirt is one of the secret handshakes of geekdom. It’s one thing to compliment someone on a Greatest American Hero t-shirt, it’s another thing to identify the Blue Sun logo and greet a fellow Browncoat and reminisce over shared love of Firefly. Geek culture is being marketed top-down and bottom up, with Geek Magazine, Hot Topic’s t-shirt lines, and in situations like online dating, with www.geek2geek.com and www.sweetongeeks.com – where the early adopters of the internet, dissatisfied with the mainstream inclination of most online dating sites, have moved to create geek-friendly dating sites, where the ability to have an intense discussion about time-travel physics or partition a hard drive are the turn-ons, and Mac vs. Pc (with/without Linux) or X-Box 360 vs. PS3 vs. Nintendo Wii are sorting questions for potential partners.

Geek culture has long been decentralized, fractured but interconnected, with cultural properties bringing their fan bases across media, across subcultures. Fans of Buffy the Vampire Slayer follow the tv show, then pick up the collectible card game and move into another geek subculture, then stop by the comic store every other week to buy the comics. Geeks move between the member subcultures of what I call the ‘geek subcultural complex’ – basically a bunch of overlapping subcultural groups that draw from similar sources and have developed interconnections while remaining sufficiently autonomous such that one can be a geek without necessarily participating in any one of the groups, as long as they participate in others.

A superhero comic reader who plays MMOs need not be a programmer or play Dungeons and Dragons to be a geek, but their D&D playing comrades are no less geeks for eschewing MMOs and not being able to tell Captain Marvel from Captain Mar-Vell. There are many ways to be a geek, and they feed into and out of one another. Convergence culture and transmedia storytelling (ala Henry Jenkins) means that these connections are being strengthened as they are commoditized, with IP crossing media with properties like the Matrix series, which had films, anime, video games (console and massive online), comic books, and more. A fan of a world/universe will follow that cultural property across platforms and into various groups, under the rubric of their own fandom, and thus, the groups cross-pollinate. Follow the money. Or, follow the fandoms. It’s another cycle, a feedback loop.

There is lots of geek culture out there. And lots of people talking about geeks. What I hope to facilitate with this community is a place for scholars of geek culture to meet, collaborate, and draw together disparate threads of geek studies as the subculture grows and changes in the age of digital convergence and massive wars over IP/DRM/revolutions in distribution and commercialization.