3 Things I Learned From Startide Rising

I recently read the 1983 science-fiction novel, Startide Rising, with my kids. It’s the second book in David Brin’s first “uplift trilogy,” a series of loosely-related books that take place in a shared universe. I haven’t read these books since I was a teenager, and I didn’t remember too much about them before re-reading.

The previous book in the series was Sundiver, which I also wrote about.

https://wordsdeferred.com/2022/10/24/3-things-i-learned-from-sundiver/

1 – Unlimited Points of View

These books are very plot-heavy science-fiction, and Startide Rising has an expansive cast of characters. If it were me, I would look for a small number of main characters, and follow their points of view, adjusting the plot so that all the important action happens on their watch. That would be challenging in this story, because there are so many characters, in different locations and constantly shifting groups.

Brin sidesteps that problem by not really focusing on main characters at all. Some characters get more “screen time” than others, but it’s hard to say that this is a story about the dolphin starship captain Creideiki or midshipman Toshio or the genetically-modified couple of Gillian Baskin and Tom Orley. The story is about the Earth ship Streaker and its entire crew as they try to escape the galactic armada that’s bearing down on them.

Brin uses some tricks to make this constant switching between viewpoints less confusing. Most chapters are labelled with the name of the viewpoint character, so the reader doesn’t have to guess and the author doesn’t have to use narrative tricks to make sure it’s clear. There are a few chapters where there is no viewpoint character, or the story follows a group from an omniscient point of view. In those cases, the chapters are labelled with the setting. This might feel very heavy-handed, but it’s a simple and clear way to make the reader’s experience better.

Of course, there is still a notable cost that Brin has to pay for this wide-ranging story with so many point-of-view characters. As a reader, it’s hard to feel extremely close to any of these characters. The story focuses on the plot because there is less focus on the specific characters.

2 – Flat Characters are not Always Bad

This is something I’ve felt for a while, but this book certainly emphasizes the point. Because the cast is so big, it is already inevitable that some characters will be more fleshed-out than others. Because there is an intricate plot, some of the characters may be vital because of a few specific actions they take at key moments, while others are core drivers of the story from start to finish.

For those less important characters, they only need to be fleshed out enough that their actions make sense. They are mostly there to serve as cogs in the story machine. They make the thing keep moving. That doesn’t mean they can be free from any development—readers are still going to be annoyed by “plot robots” who do things that make no sense—but the development only needs to go just far enough that the character’s actions are believable.

Deep, rounded-out characters with complex motivations are important (and a lot of fun to write), but in a book like this, making every character like that would result in an overblown, muddled mess.

3 – Don’t Ignore the Ethics of the Future

The main conceit of the Uplift series is that humanity embarks on a project of genetic modification for dolphins and chimpanzees shortly before making contact with a vast multi-species extraterrestrial civilization where this exact sort of “uplift” is normal and codified into a form of species-wide indentured servitude.

Brin contrasts a kind, enlightened humanity, who treat their uplifted “client” species more or less as equals; with  the often-cruel galactic species, some of whom treat their clients as disposable slaves. Unfortunately, this simple, black-and-white presentation of morality sidesteps all sorts of ethical dilemmas.

At the start of the first book, Sundiver, there are hints that Brin is interested in exploring challenging ethical situations. In his imagined  future, there is an advanced personality test that can accurately predict violent and antisocial tendencies in people. The test Is mandatory, and the basis for a class system that limits the rights of those who fail it.

Unfortunately, the idea seems to be included mostly as setup for a red herring in the overarching mystery of the book. Sundiver does, at least, admit that this sort of policy would be highly controversial, even though it never gets into arguments of whether it is right or not.

By the time Brin gets to Startide Rising, there are even higher stakes. The book follows the first spaceship crewed by newly-sentient dolphins, and it puts the ideas of genetic “uplift” front-and-center. It is made clear that humans are trying to make dolphins their equals, but they are still in the midst of genetic manipulation, and it seems that the primary mechanism of this manipulation is through breeding rights. Individuals who show positive traits are encouraged to have as many offspring as possible, while those with negative traits are not allowed to procreate.

This is plainly a species-wide eugenics program in the name of “improving” intelligent animals into sophisticated people. Yet Brin shows barely any awareness that there are moral depths to be explored here. The “client” species accept this, even if individuals with fewer rights don’t like it, and no human ever shows qualms about the idea. When some of the dolphins eventually succumb to primal instincts under extreme stress, it is presented only as justification for these policies.

We live in a world where tech startups are making daily advances in AI, robotics, facial recognition, and dozens of other fields that could have a profound impact on society, but most of those companies are, in the classic words of Ian Malcom, “so preoccupied with whether or not they could, that they don’t stop to think if they should.”

Science fiction has a long history of considering ethical concerns around technology and culture that doesn’t actually exist yet. Sci-fi is a playground for exploring future ideas before they invade our real lives. It’s an opportunity for due diligence and to anticipate issues that may need to be addressed. More than ever, this seems like something we need.

It’s also only going to make your story better. As an author, you never want to be in a situation where the reader expects you to address something and you just let it go. If you’re writing a mystery and ignore an obvious clue, the reader will get irritated. If you’re writing science-fiction and you gloss over the ethical minefield of the technology you’ve invented, you should expect the reader to be just as annoyed!

Next: The Uplift War?

This first Uplift Trilogy finishes with The Uplift War, where the Terran inhabitants of a colony planet have to deal with the fallout of the galactic conflict started by the starship Streaker in Startide Rising. We’re halfway through it, and I’ll write a follow-up when we’ve finished.

The Read/Write Report – January 2023

It has been a while since I did one of these posts, but the new year seems like a great time to jump back into it. Here’s what I’ve been up to lately.

Vacation

At the end of 2022, I took what is probably the longest vacation I’ve taken in the past 15 years—three whole weeks. The last two weeks of the year were “stay-cation” around the house, and in the first week of 2023 my family escaped the snow and cold of Minnesota and went down to Florida.

I stayed fairly busy during my time at home, and we did quite a bit of sightseeing and beach time while in Florida, but I was able to do about twice as much writing as I typically do. Most of this went into Razor Mountain, but I couldn’t entirely resist poking at side projects and some potential future blog stuff. But I’ll talk about those things another day (maybe).

New Year’s Resolutions

I generally don’t put much stock in New Year’s resolutions, but I’m trying one this year. I’m not a person who tends to collect many possessions, with a couple notable exceptions. Firstly, as you might expect from a writer, I tend to collect a lot of books. I have a couple shelves full of physical volumes I haven’t yet read, and a handful of e-books on the Kindle.

I’m also a sucker for video games and, to a lesser extent, board games. There are a lot of inexpensive video games these days, especially with various services competing to offer the best sales. So I wish-list a lot of games and buy them when they’re cheap.

My not-too-serious resolution for the year is to not buy any new books or games, and try to work through the backlog that I already own. We’ll see how that goes.

Recent Reading

As usual, I have ongoing bedtime reading with my kids. We finished Startide Rising and moved on to The Uplift War, the last book in David Brin’s first “uplift trilogy.” It has been interesting, because these were formative books that I read in my teenage years, but I actually remember very little about them. I’m certainly seeing things that I missed when I was young.

On my own, I’ve started a slim little volume called Invisible Cities, by Italo Calvino. The book is framed as conversations between Marco Polo and Kublai Khan, where Polo describes the many cities that he’s visited in his travels.

I’ve been sitting on an idea for a fictional city for years, but I’ve never quite figured out whether it fits into a novel, a TTRPG, or something else. Invisible Cities is one of the pieces of fiction that I’m investigating to find some inspiration with my own fictional city.

Waiting for the Secret World

In November, a Kickstarter project popped up on my radar: The Secret World TTRPG.

The Secret World was originally an MMORPG released in 2012, back when people still believed that a new game would someday overthrow World of Warcraft. It was moderately successful on launch, but it was a little clunky, didn’t get a lot of updates, and slowly lost players over time. In 2017 it was relaunched with some new systems as the free-to-play Secret World Legends. That iteration was equally unsuccessful, and it eventually went into maintenance mode while the developers moved on to other projects in order to keep paying the rent.

Secret World, in both its iterations, was a very strange MMORPG. While the gameplay itself never really shined, it had a fantastic story, amazing settings, great voice acting, and some interesting puzzle design that was often a bit like an ARG. It’s a little cosmic horror, a little X-Files, with some Jules Verne and The Matrix thrown in for good measure. It still has a cult following, and those that love it stick around because of the story.

A TTRPG seems like a perfect fit for this kind of rich, expansive setting, so I’m excited to see what Star Anvil come up with. A few people have voiced concerns that it will be using the Dungeons and Dragons 5E rules, which may not be a perfect fit for this style of game. However, that’s the most popular TTRPG around, so I can’t really fault a small indie studio with a relatively unknown property for hedging their bets.

The current goal for releasing the book is October 2023, and over-funded Kickstarter projects aren’t exactly known for meeting their deadlines. , the project got me itching for some science-fiction or science-fantasy TTRPGs. To scratch that itch, I dug into two other games: Shadowrun 6e, and Cyberpunk Red.

Shadowrun

I’ll be honest. Shadowrun 6e seems like a mess. Both gameplay and setting feel like they took the “kitchen sink” approach, with a lot of different fantasy ideas and sci-fi ideas all fighting for attention, while nothing really stood out to me. Some of the ideas, like big dice pools, seem fun. But, having never played Shadowrun, I felt like the core book really didn’t give me a good feel of what it would be like to play, and I didn’t get enough of the setting to feel comfortable running a game. I think any core rule book should have snippets of gameplay or an example adventure, and this had neither.

I was a little leery of spending any more money on the game, so I tried looking in the…somewhat legally gray areas of the internet…for campaign books. The 6e adventure books I found were still frustratingly vague about actual gameplay, and seemed to largely eschew the mission-based play described in the core book.

By the time I got through the book I was fairly irritated, and I went down the rabbit hole of reddit posts and forums. As far as I can tell, Shadowrun players spend about half of their time debating which version of Shadowrun to use, or which bits to cannibalize from all the different versions. 6e doesn’t seem to be popular. And I started regretting purchasing the book at all.

Cyberpunk Red

To soothe myself, I moved on to another venerable franchise, one that recently had a very over-hyped video game made in its image: Cyberpunk. The latest iteration of Cyberpunk is called Cyberpunk Red. It is also quite recent, and interestingly, it seems to have been made alongside the development of the video game.

One of the challenges of the game’s namesake genre is that it was popularized in the 80s, and in some ways it has become retro-futurism. Cyberpunk Red takes an interesting approach to modernization. Rather than rewrite history, Red moves it forward. In the “Time of the Red,” decades have passed since previous Cyberpunk games (and their outdated references). The world has changed. It’s still an alternate-history version of our world where technology advanced faster than it did for us, but letting a few decades pass allowed the creators to change the setting so that it feels like it’s exploring and expanding upon today’s problems, not the ones that were relevant thirty or forty years ago. It’s an elegant solution.

It may not be fair to compare Cyberpunk Red to Shadowrun, but I read them back to back, so I’m going to do it anyway. Cyberpunk Red pretty much addresses all of the things that irritated me about Shadowrun. Where Shadowrun is all over the place with fantasy and sci-fi tropes, Cyberpunk Red is laser-focused on its cyberpunk setting. There are lots of character options: you can play as a rock star, mid-level executive, or freelance journalist, as well as the soldier and hacker types you’d expect from the setting. You can outfit yourself with all sorts of cybernetic hardware. But everything fits nicely in the setting. Everything seems to make sense.

The book includes a thousand-foot view of world history and geopolitics, but it focuses on a single city. This overall focus makes it feel like Cyberpunk Red can dig a lot deeper into the details of the setting. Even better, it includes a meaty section on how to run the game, some fiction to get a feel for the setting. It doesn’t include an example adventure, but there are a couple small free ones easily found online.

Back to the Grind

With my long vacation at an end, I’m back to work, kids are back at school, and we’re getting comfortable with our routines again.

My main writing project remains Razor Mountain, and I look forward to finishing it in 2023. After that, I’m going to have to think about what to do with this blog—I’ve been working on that book in some form for almost the entire life of Words Deferred. It’ll be an exciting new adventure!

For now, I still have a ways to go, and I’m back in my normal writing routine. Look for a new chapter next week.

Narrative in Games — Revisited

Games are uniquely positioned as the newest narrative art form, the baby of a family that contains novels, stories, movies and television. Narrative games are an even newer invention—after all, there is no story to speak of in Pong, Space Invaders or Pac Man, and even many modern games still treat any sort of narrative as an afterthought. We’re still feeling our way through the possibilities opened up by this young new media.

Last time I talked about narrative in games, I discussed the two techniques games use to immerse the audience in the story: experience and participation. Recently, I’ve been thinking about these concepts, their limitations, and how they work together.

Inhabitive Experience

The first thing I want to do is redefine the idea of experiential narrative that I introduced in the original post. This is the idea that games immerse the audience by allowing them to directly experience being in the story.

Other kinds of media can provide this to a lesser degree. Many modern stories use close perspectives, where the audience sees the world of the story filtered by the character they are close to. The most extreme close perspective is first-person limited, where the audience seems to float somewhere in the back of the main character’s head, or reads their telling of the story after the fact.

Interestingly, one of the least-frequently-used perspectives in modern media is second-person. While third-person dictates the story from outside the characters and first-person provides the internal view from within a character, second-person provides the odd perspective of having the story directly addressed at “you,” the audience. (90s kids will remember the Choose Your Own Adventure series.)

Many games make the player see through the eyes of a character, and this is typically referred to as a “first-person” in terms like FPS: first-person shooter. However, there’s an argument to be made that the experience games provide is actually second-person in nature.

In a game, the player can inhabit a character, in the same way that a person comfortable with driving a car acts as though the car were an extension of themselves. When someone talks with the character, they also talk directly to the player. When something happens to the character, it happens to the player.

This inhabitive experience is the core of what allows games to be emotionally impactful.

How to Inhabit a Character

Counter-intuitively, detailed characters are easier to inhabit than generic ones. The history of video game writing is littered with generic protagonists, created with the mistaken belief that an empty vessel makes it easier for the player to step into the game.

A generic character doesn’t give the audience any place to root themselves in the story. There are no attributes to embody, no desires or aspirations to connect with. The player is dropped out of the sky into a foreign world, but the character they inhabit should not be. That character is the audience’s gateway into the world, and when the character has connections in the world, the player can learn about the world through them.

Participation is Secondary

In addition to inhabitive experience, there is a second trick that games use to immerse the player in the story: participation. Instead of merely experiencing the story, the audience can actively participate in it.

Participation can vary quite a bit. While some games allow the player’s actions to influence the narrative, in many cases the plot points are set in stone. In other cases, the player might decide what order a series of events happens, even if all those events must happen to progress the narrative. This may sound meaningless, but when done well, this small amount of choice can provide the player with a sense of agency.

Even simple participation, like freely exploring a confined area, gives the player a certain sense of involvement. The truth is that participation in the story does not necessarily mean control over the story. The player can be complicit even if they’re not in charge.

It is also important to note that participation, by itself, is not enough to create a narrative experience. The player is a very active participant in a game of Tetris. Even more complex games like city-builders and real-time strategy give the player complete control over the game pieces, but that control has little bearing on the story, if a story is even present.

The Key Narrative Combo

Participation must be paired with an inhabitive experience to create an effective narrative. The game places the player into a character that they can empathize with, then gives the player some degree of control over that character. Now, when the character encounters a series of story events, the player inhabiting that character experiences the events personally, and feels responsibility for the choices they make on behalf of that character.

Unfortunately, simply having these elements in the correct configuration doesn’t automatically make for a compelling story. The setting, characters and other typical story elements still have to be well-crafted to draw in the audience. These are only the prerequisites.

I can look at any of my favorite narrative games and find exactly these elements: a detailed and interesting character, rooted in an interesting world and given problems to overcome. The player is then given control of that character. Beyond that, the story is still a playground for the writer to choose what story they want to tell.

Maybe that’s a young, misunderstood psychic boy trying to save the world and also fit in at summer camp, in Psychonauts. Maybe it’s an emotionally vulnerable man spending a summer as a park ranger, trying to figure out how to mourn his dying, comatose wife, in Firewatch.

Emergent Narrative is a False Promise

A popular idea when discussing deep narrative games is the promise of “emergent narrative.” Modern games are made up of many complex systems, and the argument in support of emergent narrative is that the player can interact with sufficiently complex systems to generate interesting stories that even the creators of the game couldn’t predict.

On a certain level, this is true. My family has certainly told each other stories about the ways an attack on a bokoblin camp can go surprisingly right (and terribly wrong) in Zelda: Breath of the Wild. These stories can involve an inaccurately thrown bomb knocking things around chaotically, or a well-aimed arrow miraculously saving the day.

Likewise, notoriously buggy games like the Elder Scrolls or Fallout series generate endless stories of unexpectedly levitating horses, launching enemies into orbit with a strangely-angled strike, or even stealing the entire contents of a shop after blinding the shopkeeper with a bucket placed over his head.

These make for fun anecdotes, but not for deep, impactful stories. They typically have an element of the comedically absurd or completely chaotic, and that is because the interactions of the player with multiple complex systems will naturally contain a large element of randomization.

Chaos and randomization can be fun, but they do not lend themselves to deep and affecting narrative. Narrative requires structure, and while authors and creators may argue endlessly about what structures work best, emergent narrative is inherently structureless.

We might argue that the job of the game writer is to anticipate or corral the player’s actions, aligning them with the game systems in such a way that a narrative naturally emerges. To me, this sounds like mixing oil and water. Players will always think of options that the creator didn’t anticipate. And if the creator effectively corrals the player into a pre-planned story, it often becomes apparent to players that they are being offered the illusion of choice. The narrative isn’t emerging. It’s being forced. This is something The Stanley Parable explored to great comedic effect.

That’s not to say that a carefully authored story is a bad thing in a game. In fact, I think it’s the only effective way to craft a good game narrative. Emergent narrative can be fun, but it will never result in the same quality of story that purposeful authorship can achieve, just as the proverbial thousand monkeys with typewriters will never produce  Shakespeare.

The Genre of Inscrutability

I recently watched a show called Bee and Puppycat: Lazy in Space with my kids. The show has had an interesting life, starting as a web short, kickstarting a full series, and then getting a sort of semi-sequel series on Netflix that encapsulates the earlier versions in the first couple episodes. For what it’s worth, I only watched the Netflix series.

The show is a silly and deeply weird cartoon about a lazy girl named Bee and an interdimensional space puppy/cat/thing. Bee is fired from her job for the aforementioned laziness, and Puppycat helpfully takes her to the interdimensional temp agency to do strange odd jobs across the universe every time the pair needs a little cash.

At first glance, Bee and Puppycat is just a goofy cartoon, but it is so strange that I found myself thinking about it quite a bit once we had finished the series. Like a curious kid, I wanted to take this show apart and try to understand how it works.

The Legacy of Adventure Time

Adventure Time was a cartoon that exploded into pop culture. It combined absurdism, surrealism, and what I now think of as millennial-style non-sequitur humor with storylines that took unexpectedly emotional turns and occasionally addressed serious topics from silly angles. While it started as ostensibly a kids’ show, it grew a fanbase that was largely young adults.

Adventure Time changed in tone over the course of its ten seasons, perhaps due to a change in show-runners, influence from its fan-base, or its creative staff getting older. The earlier seasons are whimsical and light, often silliness for silliness sake, while the later seasons seem more burdened by the serious undertones, a little more self-conscious, but also trying to be more than just a series of goofy bits.

Clearly, a lot of cartoon television talent was cultivated around the show, because people involved in Adventure Time have gone on to work on many other well-crafted shows. Among that diaspora, the influence of Adventure Time and its aesthetics are clear. Stephen Universe, Over the Garden Wall, and Bee and Puppycat all share some of that Adventure Time DNA.

The Genre of Inscrutability

The world of Bee and Puppycat is strange and mysterious, and we’re dropped right in the middle of it. Initially, it has some of the trappings of the mundane world. A girl losing her job at the café and needing to do odd jobs to make ends meet is a fairly ordinary premise. But this quickly spirals into stranger and stranger territory. What kind of creature is Puppycat, and where is he from? Is Bee actually a robot? Why is her landlord a small child, and why does his comatose mother cry magical tears that transform everything they touch? Why is pretty much everything and everyone on her island home so bizarre, and yet nobody seems to care?

Mysterious settings aren’t uncommon. In fact, they’re a great way to pull the audience into a story. Pretty much all speculative fiction (sci-fi, fantasy and some horror) create a secondary world that the audience has to figure out. And while older examples of these genres might have front-loaded exposition and lengthy prologues, time and experience have shown that the most effective way to get into this kind of story is to throw the audience right into the middle of it, and help them to figure it out as they go along.

The implicit promise in most of these stories is that the setting is a puzzle that the audience will be able to solve, piece by piece. At the beginning of the Lord of The Rings, all we know about are hobbits and the Shire and a weird old guy named Gandalf. It’s only later that we learn about elves and dwarves and orcs and ents and more elves and the Numenorians and the Maiar, etc., etc. The extreme fans will read and re-read and glean all the little hidden details, and spend hours debating what the heck Tom Bombadil is. But even the average reader will know quite a lot about Middle Earth by the time they get to the end of the third book. Tolkein lays it all out on the page.

What’s interesting about Bee and Puppycat is that it takes place in a mysterious world full of interesting details, but it doesn’t do much to explain how they all fit together. It doesn’t lay everything out. The setting is a puzzle, but the pieces are all mixed up, and a few of them might be missing altogether.

I’ve started to think of this kind of story as the Genre of Inscrutability.

A Very Bad Idea That Seems to Work Anyway

To be in the Genre of Inscrutability, a story has to have a few key things:

  1. A fantastical setting – it may be similar to the real world, or wildly different, but it’s clear that the setting has some unreal rules at play.
  2. The fantastical elements aren’t explicitly addressed.
  3. There’s some mechanism to make that okay

    Now, thing number one is straightforward enough, but thing number two immediately gets us into trouble. Good storytellers know that you don’t show the gun on the mantle unless it’s going to go off, and you don’t set up a mystery that you don’t intend to resolve. The resolution of the mystery and the catharsis that comes out of it are necessary to make a mystery story feel complete. Thing number two seems like a Very Bad Idea from a storytelling standpoint, which is what makes it interesting.

    The big question, then, is how do we do thing number three? How do we make it okay? To answer that, I think it’s helpful to look at more examples.

    Examples

    The Bee and Puppycat series hints at Puppycat’s past without actually explaining very much. We’re shown what Bee is, but it’s never explained why she was created, or where her “father” is. I still have no idea what’s up with Cardamon or his mom. However, Bee and Puppycat isn’t really about these things at a structural level. The episodes tend to focus on relationships and interactions between Bee and the other characters, or occasionally just between the other characters.

    Jeff Vandermeer’s Ambergris stories also contain unexplained mysteries. The city is founded on the ruins of a much older (perhaps much more advanced) city inhabited by the mushroom dwellers. The mushroom dwellers go into hiding beneath the city, and collect the refuse the city-dwellers leave behind. While individual mushroom dwellers are superficially weak, it is implied that they are collectively powerful—enough to completely empty the city of inhabitants during The Silence, and perhaps to retake the city permanently in some indistinct future. Who or what they are is never really explained. However, the city and its history are just backdrops to these stories. The mushroom dwellers make it clear that the city itself is a transitory state. There was a before, and there will be an after. They are a natural, elemental force set in opposition to the crass, industrial humanity of Ambergris.

    Mark Danielewski’s House of Leaves is a book about a book about a film that tells the story of Will Navidson and his family moving into an old house, which slowly reveals itself to be a supernaturally shifting non-Euclidian space. The book relies on the multiply nested frame stories and footnotes to construct a sense of verisimilitude as well as mystery. Though all of it is fictional, receiving the story through a game of telephone with multiple unreliable narrators only adds to the intrigue. It feels like stumbling into a particularly vivid and heavily documented conspiracy theory.

    Did the Navidson Record ever actually exist, or is it just the crazed ramblings of Zampano? Did the house itself ever exist? And if it did, how did it come to be? How long has it been there? We are never given answers to any of these questions. Instead, we are expected to wonder.

    How to Make It Okay

    The Genre of Inscrutability builds a setting full of mysteries that it doesn’t intend to resolve. This is not to be confused with something like LOST, a very unfortunate show that intended to resolve its mysteries and catastrophically failed to do so. Here, we are talking about purposeful inscrutability.

    As we see in Bee and Puppycat, one way to make this okay is to keep that mystery separate from the tension and catharsis. If the story is about whether the main character will follow his dreams and leave his small town to go to culinary school, his mysterious island home is just interesting set-dressing. When he overcomes his fears and decides to go, the tension is resolved in a satisfying way. The mysterious setting is still present, but it’s not blocking the satisfying resolution of the story.

    Ambergris shows another possibility: a setting so grandiose in scope that it is not fully knowable. I cannot know every nook and cranny of my home city. I certainly cannot know all of its long history. Likewise, Ambergris is a setting with fuzzy edges. We might know some of its history, its inhabitants, its streets and buildings, but we cannot know all of it. There is vague malice lurking beyond the torn edges of the map, monsters that might just come up out of the ground one night and whisk everyone away. Such a setting makes the characters feel small and weak in a very big and dangerous world.

    House of Leaves fully leans into the mystery. The mystery is entirely central to the book. The book itself is a puzzle box, a literary game. It doesn’t give away all the clues, because that would be too easy. You have to want the answers and work for them. You can theorize and guess, but at the end of the day, the book just winks, shrugs, and walks away. It’s up to you to convince yourself you’re right, based on the evidence at hand. House of Leaves forces the reader into the position of the conspiracy theorist, just like its numerous narrators.

    In Medias Res

    When I was a young whippersnapper, I once accidentally read the sixth book in a seven-book series. I didn’t know it was part of a series. I didn’t find out until I got to the end and found the whole series listed out. It was a very disconcerting experience. It is the ultimate form of in medias res.

    This is exactly the experience that the Genre of Inscrutability cultivates, but it’s a dangerous game. Some readers won’t put up with it. I have no doubt that all of the stories I talked about above have left readers and viewers behind. Not everyone wants to work to enjoy a story, and no matter how the inscrutable story tries to make it okay, it is requiring extra effort from the audience.

    On the other hand, the inscrutable story offers a real depth of experience to a dedicated fan. One need only look at the wikis, forums and social media conversations to see that fans of this kind of content derive a huge amount of satisfaction from combing through every detail of the work, and then discussing it with other fans. But woe unto the author who accidentally inserts some small error that the fans latch on to as a meaningful clue. Even if you don’t intend to reveal all the answers, internal consistency is still important.

    If you know of any other stories that you think fall into the Genre of Inscrutability, let me know in the comments. I’d love to find other examples.

Three Things I Learned From Sundiver

In my recent post on dissecting influences, I mentioned the Uplift double-trilogy by David Brin. At the time I wrote that, I was looking for another book to read with my kids at bedtime, and decided that this would be a good time to revisit the series.

Now we’ve finished the first book, Sundiver, and the kids enjoyed it enough to want to keep going. It had been more than a decade since I last read the book, so my memory of it was vague and tinged with nostalgia. It’s a good book, but maybe not quite as good as I remembered. The world-building is solid and the diverse alien species are a highlight (although that all gets much further developed as the series goes on). The dialogue and characterization are sometimes a little clumsy. The main character is honestly a bit of a weirdo. But weak characterization is nothing new in plot-driven sci-fi, and I think Brin still does a better job than someone like Asimov.

The book is structured as a mystery, centered around the discovery of two new species of aliens living in the upper layers of Earth’s sun. This mystery turns out to be the focus of conspiracies and alien politics. The main character, Jacob Demwa, is a Sherlock-esque genius who is dealing with the psychological fallout of his traumatic past, and it falls to him to figure out what’s really going on.

1 – Great Clues Are Memorable, Not Obvious

As the story progresses, we see more and more of the behavior of the aliens on the Sundiver ship. Some things come off as strange, but most of it is fairly mundane. Some of the human characters parse these actions much as they would for other humans. The more savvy among them understand that an action doesn’t necessarily correlate to the same emotions or motives in aliens that it might among humans.

This serves as worldbuilding, but these alien actions are also clues. To the reader, the aliens are already a little mysterious, so it’s easy to chalk up any of their behavior as “alienness” unless it’s really clearly suspicious. Focusing on their actions, and even describing the same things repeatedly, ensures that the reader will remember these incidents. However, the significance will only become clear later in the story, as Jacob begins to understand what’s going on and as more is revealed about the alien species.

For some veteran mystery readers, this may be irritating. If you are trying to solve the mystery before the answers are all revealed by the book, it’s going to be frustrating to discover that you didn’t have all of the context and information about these aliens that would allow you to fully understand what their behavior meant.

I think speculative fiction readers may be more open to this kind of storyline, because they’re used to the exercise of discovering the details of the world as the story progresses. However, I’m more of a sci-fi enthusiast than a mystery reader, so I may be biased.

2 – Clues Should Point to Multiple Possibilities

This may seem obvious to readers and writers who have thought a lot about mysteries, but it’s an important lesson on effective mystery structure. A clue that points to multiple possibilities broadens the scope of the mystery, while a clue that only has one explanation narrows the scope.

Many of the clues laid down in Sundiver could be explained by several different characters acting with different motives.  There are at least two humans and two aliens who seem somewhat suspicious, and many of the clues could point to each of them.

The initial mystery of Sundiver is set up fairly early on, although it morphs and changes a few times before the end. At the same time, the suspicious characters are all introduced early on as well. Some of them have more obvious motives, but some of them are suspicious simply because of their interactions with the other characters. Some are just irritating, causing trouble for the nicer main characters, and that’s enough to seed at least a little suspicion in the reader’s mind.

This cast of potential scoundrels is already nicely established when problems appear and things begin to go wrong.

3 – The Detective Can Be Wrong…For a While

The main mystery of Sundiver is solved about 2/3 of the way through the book. There is a classic reveal scene where Jacob Demwa gathers the characters and spells it all out. The villain is taken into custody. At this point, my son asked if we were almost done, and he was shocked when I told him that we still had over a hundred pages left.

This is a dangerous play. Brin purposely defuses the main source of tension in the story, with a lot of the story still to be told. He only keeps a few loose threads dangling: the personal problems of the main character (which has been a B-plot for most of the book) and some concerns around those freshly discovered aliens living on the outskirts of the sun.

The book then has to reveal the true villain and lead into a suspenseful finale. This knocks the “detective” character down a peg: he was wrong about the most critical thing in the story. It also pays off all that work into clues that point to multiple possibilities, and ideally even clears up one or two things that a clever reader may have noticed not fitting neatly with the first, false resolution.

An Interesting Crossover

Sci-fi/Mystery strikes me as a challenging mix of genres to write. The difficulties of creating a believable future world and the difficulties of crafting an intricate puzzle only seem to further complicate each other. I appreciate Brin’s offering, even if there were one or two places where it didn’t quite work for me.

This is also one of his earliest works. I’m partway through the second book in the series now, and it manages to be cleaner and more tightly written, despite a much larger cast of characters. So, we’ll keep reading, and may be pulling more lessons from the rest of the series.

Three Things I Learned From City of Saints and Madmen

I bought City of Saints and Madmen on a whim, many years ago. I suspect I was too young to properly appreciate it back then. In fact, I don’t clearly remember if I even finished it. Regardless, it left a strong impression on me and it has influenced my own work.

The book was my introduction to the New Weird, a genre that is even more difficult to define than most genres. These stories of the city of Ambergris are like fantasy in that they create a secondary world, but there are no wizards, no magic, no elves. There are elements of steampunk in the presence of post-industrial technologies, but they are props, not the focus. There are certainly elements of horror, as these stories are often dark and bleak, unsettling and violent. There is more than  a touch of the literary, the savoriness of phrasings and narrative in unusual, twisted  forms.

Recently, an even larger Ambergris anthology was printed, and I had to buy it. It is a massive tome, combining three books—City of Saints and Madmen, Shriek: An Afterword, and Finch.

Unfortunately, I discovered that this new version is missing almost everything from the appendix of the original book of City of Saints and Madmen. Even more unfortunately, this so-called appendix is almost half of the book, and it adds far more than just ancillary information. So despite having bought the new edition, I have to keep the old book for the huge chunk they cut out.

As usual, I don’t like to write ordinary reviews (and I’d be hard-pressed to review this strange book, anyway). Instead, I want to talk about what I’ve learned from it.

1 – Don’t be Bound by Traditional Narrative Forms

Vandermeer didn’t just write an anthology of ordinary stories. Instead, he presents the city of Ambergris through various narrative lenses. There are ordinary stories, but there are also pamphlets of civil history and family history, notes from psychiatrists, and a slightly deranged monograph on a fantastical type of giant squid. Hell, the squid monograph even has a ridiculously long bibliography of completely made-up sources.

Presenting fiction in some of these forms might seem like a bad idea, but Vandermeer makes it work. “Dradin in Love,” the first story, pulls you into the book with a strong narrative, providing an introduction to the city and piquing your interest. Then he expands the setting through a guidebook essay, “The Hoegbotton Guide to the Early History of Ambergris.” He keeps it light with snarky footnotes from the author, an irritable historian who considers himself above writing a cheap guide, but still does it for the easy money.

“The Transformation of Martin Lake” follows Lake, an artist who will become famous in Ambergris for his oil paintings, through the most formative period of his life.  Inserted between these scenes are the speculations and interpretations of his work by a famed art critic. As the story eventually reveals the dark secrets of his success, we see that the critic’s analysis is wildly inaccurate.

In “The Strange Case of X,” we witness an interview between a psychiatrist and his patient. The story flits from third person to first person, to the raw transcript of the interview and back again. The patient, X, turns out to be a stand-in for Vandermeer himself, institutionalized because he has become so obsessed with the fictional city that he can no longer differentiate between the real world and his own creations.

Then (at least in the original printing) we reach the purposely mis-capitalized AppendiX, itself presented as a collection of items found in X’s room at the asylum after he mysteriously disappears. Within this frame are more stories and tidbits, letters and codes. The sheer variety of forms keeps you wondering what you’ll encounter next, and in a subtle way they help to build the verisimilitude of Ambergris. This is a city with a history, with surrounding geography, with politics and art and beauty and danger, as well as hundreds of thousands of people going about their business.

Many of these forms involve multiple characters with differing opinions and interpretations. There is Lake and the critic. There is the dry history of Ambergris, and historian’s irritated footnotes. There is the interview with X, and the psychiatrist’s interpretations. Just as real people often come at reality from different angles, the characters in Vandermeer’s stories are constantly vying for narrative control.

2 – A Web of References is a Puzzle to Solve

“Dradin in Love” opens the book with a gripping story, but it also sets up much more of the book than the reader will realize at first. It introduces the Religious Quarter, Albumuth Boulevard, the river Moth, the distant city of Morrow, Borges Bookstore and the Hoegbotton and Sons mercantile empire. It introduces the delights and horrors of the Festival. Dradin and his former teacher, Cadimon, and the ubiquitous musical genius of Voss Bender.

In every single section of the book, every story and essay and letter, there are scattered little references to the people, places and things of Ambergris. Some are large and glaringly obvious. Others are extremely subtle, and sometimes even inserted into what seems to be purposely dull writing (a bibliography and glossary, for example) in order to obscure them. Characters and places that seem to be little more than decoration in one story reappear in unexpected places later on.

Once again, this makes the random selection of literary bits and bobs slowly congeal into a much more unified whole as you read deeper into it. It also encourages the reader to pay attention to all the details. The kind of reader who loves to solve mysteries and riddles will begin to see the book as a puzzle, and each subtle reference clicks into place like another piece, forming a larger picture.

Of course, the danger with this style of writing is that the reader may not want a difficult book that they have to “solve” to find satisfying. They may not want to wade through bibliographies and glossaries to find some small connection between Martin Lake and Dradin Kashmir. They may not be tantalized by the coded section at the end of the psychiatrist’s letter. They may simply be irritated. But the readers who like that sort of thing will feel rewarded by what they have found, and there is magic in the idea that you may not have caught all the secrets on the first read-through.

3 – Setting is an Engine of Story

Something I find myself often referencing is Lincoln Michael’s post “On the Many Different Engines That Power a Short Story.” Writers talk constantly about character- and plot-driven fiction, but there are really an astonishing number of ways to make a story work.

I think City of Saints and Madmen is definitive proof that setting can power a story. This ramshackle collection of elements should not feel unified. There are characters, yes, and there is plot, here and there. But it is the city of Ambergris that ties it all together. All of the other elements are in service of that. Even the author of Ambergris, X, finds himself in thrall to it, the city seemingly dictating its own creation.

I have to confess that I find this heartening. I’ve had a fictional city of my own that I’ve been slowly building for a few years, but I’ve struggled to find characters and plots that I find satisfying. I’ve considered short stories, a novel, and even a TTRPG setting. Maybe I should just follow the lesson of Ambergris. Maybe the city itself is the story.

How Has Covid Changed Our Stories?

This weekend, while mowing the lawn, I listened to Asphalt Meadows, the new Death Cab for Cutie album. I am a horrible screen addict who has to constantly fight the urge to inundate myself with multiple streams of content at once, Back to the Future-style, so mowing the lawn is a great time for me to actually listen to music while part of my brain is focused on the simple task of driving in straight lines.

Marty McFly watches six channels at once in Back to the Future.

Upon initial listen, I really liked it. It’s clearly recognizable as a Death Cab album, but it also feels like something very different from the band. There is considerably less slick production. The sound is much more raw. Out of the quiet parts, they blast you with almost violent noise.

Death Cab has always had an emo melancholy streak, but it’s amped up here. And yet, there are still glimmers of hope in the face of tragedy. I’m hardly an expert music critic, but it feels like a Covid album.

Trends and Tectonic Shifts in Storytelling

The last few years have had such broad effects on society and on most of us personally. I’ve been wondering for a while just what long-term changes this will wreak on the world at large. It’ll take decades to begin to understand how these plague years have changed us.

As a writer, I think one of the most interesting lenses to view society through is our stories. There are always trends in fiction, like the waves of zombies following The Walking Dead, the vampire romances following Twilight, and the myriad dystopias post-Hunger Games. But there are bigger trends too. These meta-trends can show something about our collective sentiment or what we’re seeking in our imagined worlds that we feel lacking in the real one.

The optimistic science-fiction of the post-WWII era reflected a society that thought it could do anything. This was a society that believed technology could be harnessed to solve any problem and overcome any obstacle. This was the Jetsons-style future of sleek silver spaceships and moving sidewalks and personal robot butlers.

Is Cyberpunk the Present Day Yet?

When this blog was young (a whopping 1.5 years ago), I wrote an article inspired by a tweet by William Gibson, and asked, is cyberpunk retro-futurism yet? Looking back, I think that while the aesthetics of cyberpunk have been reused and recycled extensively, it’s the deeper themes of cyberpunk that really seem to be oddly on-point in our current day and age.

The futurists of the 1980s looking toward a world dominated by mega-corporations and invasive technology seems almost quaint in our modern era of Amazon and Facebook, of ad-targeting and bot-farms and Cambridge Analytica and wondering whether Alexa or Siri is listening in on our conversations. In a lot of ways, we’ve out-cyberpunked the genre of cyberpunk with our own dystopic reality.

But looking beyond these surface-level themes of cyberpunk, I think there is an even more resonant core. Cyberpunk is about vast, uncontrollable systems. Rogue AIs, mega-corporations, and legions of near-human replicants all represent systems so big and so complicated that the average person on the street has no way to even understand what’s going on, let alone take it in a fair fight. Cyberpunk is about survival in a world of vast, incomprehensible, world-controlling systems that are completely indifferent to you.

Surviving in a completely indifferent world. Boy, that sounds familiar.

When Dystopia is Too Optimistic

What about the last few years? What has changed in our stories? Again, this is something that will need the space of another decade or two to really understand, but I can look at the anecdotal evidence of the stories I’ve been reading and watching recently. A lot of these stories are about found family, about belonging, hope and love in a world of hate and nihilism.

Covid, along with the political and cultural fissures that have developed and deepened in recent years, have left many of us feeling…brittle. The world is made of glass these days. It feels like so many things are just barely holding together, and it would only take one or two well-aimed blows to shatter. This is what I heard in Asphalt Meadows while I mowed the lawn.

If the era of The Hunger Games and its dystopian facsimiles was about fighting back against authoritarianism, this era of fiction feels like an all-out fight against nihilism. Only, back in The Hunger Games days, there really wasn’t anyone rooting for the authoritarians. (If anything, people were awfully glib about the message of that series, which seemed to be that it’s not actually that easy to make things better through violent revolution.)

Today’s question seems to be whether or not to give in to complete nihilism, and I think the jury is still out on which way we’re going.

Nihilism and Its Opposite

One of the best movies of the past year was unquestionably Everything Everywhere All at Once. If you haven’t seen it, go see it right now. If you have seen it, go watch this great analysis on Movies With Mikey (one of my favorite channels about movies), and feel those feelings all over again.

E.E.A.A.O. puts to shame the shallow multiverses of Hollywood powerhouses like Marvel. This isn’t an excuse to trot out all the nostalgic reboots of reboots of reboots. This isn’t a story where evil threatens to destroy the world, or even the universe. This is a threat to every world in every universe. You know, everything everywhere all at once. Only, the threat isn’t evil. It’s malicious indifference. It’s nihilism.

In the absurd drama that only The Daniels can pull off with such panache, it’s the literal “everything bagel,” the black hole of indifference that threatens to absorb the sprawl of infinite universes. After all, when the universe is infinite, everything that can happen, happens. Nothing is unique. Nothing is special. In the face of everything, nothing matters. This is the argument the characters of the film are pitted against. Why care? Why bother?

Despite all the universe-hopping and existential threats, this isn’t really a movie about big stakes. Big stakes are what fuel nihilism. It’s those incomprehensibly huge cyberpunk systems that can’t be fought by mere mortals. Like Amazon and Facebook, or national US politics. This is a film about the opposite of nihilism, something I’m not sure there’s even a good word for. Perhaps it’s along the lines of the Buddhist idea that when nothing matters, everything matters: every word, every action, every choice and every moment has value.

The movie centers around the moment when the protagonist begins to understand this. She stops worrying about the fate of everything everywhere, and starts paying attention to the people around her: her husband, her daughter, her father, her IRS auditor. She stops worrying about the incomprehensible systems and the vast universe that seem like the overwhelming problem, and focuses on what she can do in the here and now. She fights nihilism with hope, and (perhaps because it’s a movie) that’s what saves the multiverse, and more importantly, her family.

“All or Nothing” Fiction

Even as I write this, I have a hard time taking myself seriously. Determined hope vs. nihilism, what a unique and clever new idea, right? Spoken plain, it feels a little too simple, even childish. But then I look at the fragile world around us, and at my own perpetual temptation to look at no less than two screens at any given moment, just to avoid having to think too much about what’s going on out there.

We are, collectively, tired. There’s a real temptation to just stop caring about…everything. I think the fiction of the moment is all about this fight, this question. Do we actually care? Or do we just look away and let it all happen? Do we give up because the problems are too big to solve? Or do we each do what we can do, in our own infinitesimally tiny corner of the multiverse?

Does nothing matter? Or does everything?

Dissecting Influences — Sci-Fi From My Childhood

If you’ve been around here for a while, you might remember that my favorite writing podcast is Writing Excuses. In Episode 17.7, the team discussed dissecting your influences.

We all have stories we love, whether they be books, shows or movies. The idea of this episode was that it can be useful to take apart our favorite things and figure out why we like them, because it guides us toward things that matter to us. The themes and ideas that draw us to these works will often be fertile ground for our own writing. And while it may seem obvious that we all know exactly what we like in media, the truth is that we often leave those stones unturned. It might even be surprising to dig into what really brings us joy in a favorite movie or book.

After listening to this episode, I started compiling a list of my own favorite media. It wasn’t hard to start. In fact, it was hard to stop. The things closest to mind were mostly books I had read recently or old favorites that I’ve been re-reading with my kids. But I soon started to remember books from childhood, poetry, and even influences outside fiction altogether.

With this list in hand, and continuing to add to it, I thought it might be fun to dissect my own writer brain in public. I have to limit myself to a reasonable size for a blog post, so I’m going to pick a somewhat arbitrary classification to pull out a handful of entries.

The Grown-Up Sci-Fi of My Childhood

That’s right, it’s some of my first loves in science fiction, way back when I was still in school. The actual dates of publication vary quite a bit, from 1965 to 1994, and these are all novels aimed at adults. One of the things that drew me into these books was the faintly illicit idea that I, as a child, could read stories intended for grown-ups. It felt like a window into ideas and worlds I wasn’t yet allowed to enter. Going from “Choose Your Own Adventure” and Goosebumps to heady books like Dune is a real shock to the system.

On that note, let’s start with Herbert’s masterpiece.

Dune

Having read this book at least three times—and one of those times quite recently—I have a hard time going back to the headspace I was in when I read it originally. I think I was in high school, and I’m pretty sure the reason I started reading it was because I saw a mention of it where someone said it was as influential in science-fiction as Lord of the Rings was in fantasy.

I think Dune is a pretty great book for young people who are starting to get into science fiction. On the one hand, it reduces the many political and economic complexities of the far future into a feudal culture where the only thing that matters are the machinations of a handful of powerful factions. The protagonist, Paul, is a ducal heir with adult responsibilities, but he’s still not quite an adult. Interestingly, the whole feudal system and it’s quasi-European royalty end up falling apart by the end of the book, with young Paul engineering their downfall at the hands of colonized people.

I remember this book being interesting because it sets up a world where people and decisions hundreds of years previous can have profound and complicated effects on the present. It’s a world of complex, interrelated systems that nobody can completely understand, and even a single person putting a wrench in the gears in just the right way can totally change the universe.

I also genuinely love Paul’s relationship with his own psychic powers. He hates them. He is constantly vacillating between seeing the future and being unable to steer it, or losing that sight and the fear of not knowing. I don’t think I’ve ever read a book that handled that kind of power in quite the same way.

I have to at least mention the other books in the (original) Dune series. I read them all, although not right away. I don’t think any of them quite measure up to the original, but I appreciate how strange they are, and Herbert’s audacity in choosing to set them thousands of years apart in far-flung futures that are less and less similar to our own modern lives.

Ender’s Game

Another book with a child protagonist? Possibly a theme. Ender in this book is much younger than Paul is at the beginning of Dune, but he deals with some comparable drama. This is another book that I re-read recently with my kids.

This book was astounding in a few different ways. Firstly, while it’s not exactly dystopic fiction, it does depict a world where war with aliens has resulted in hardship for average people and a government with dictatorial power. We learn early on that Ender is special because he’s a “third.” In a world where the government limits how many children each couple can have, he is a rarity.

All of the main characters are children: Ender and his siblings, and all of the kids at the battle school. Parents and adults are present, but they have little time “on-screen.” Like the dictatorial government, they show up periodically and force some seemingly arbitrary and often cruel new rules onto the children, but it’s the children and their relationships that matter. This is a book that understands what it feels like to be a child, to feel like adults don’t give you all the information and many decisions are left completely out of your hands.

Ender is bred to be a soldier and a leader. He’s trained for it. He is subjected to insane cruelty, to the point where he ends up having to kill other children to defend himself, all because it’s part of the program. But the ultimate cruelty happens at the end of the book, when he discovers that the supposedly wise adults who forced this horrible life on him didn’t even understand the enemy that they trained him to kill. The entire war is nothing more than an interspecies miscommunication, and he finds out by accident.

And then he leaves. He finds the one person he loves and who loves him: his sister. They get on a spaceship and fly away. He leaves behind all the systems of abuse and control that defined his entire life. Maybe a metaphor for growing up.

The “Ender” series continues on. Speaker for the Dead, Xenocide, and Children of the Mind are all great books, but again I feel like the original is still the best. The series is similar to Dune in the way it jumps large spans of time in a wildly changing galaxy. The Dune series eventually had a bunch of new books written much later, by Herbert’s son. I heard they were terrible and I never read them. The “Ender” series, on the other hand, had more and more books still written by Orson Scott Card, but I got to the point where I just wasn’t that interested by yet another rehash of the same story from a different secondary character’s perspective.

Before we move on, it’s worth mentioning that I’m still disappointed that Orson Scott Card turned out to be a homophobe and the sort of person who politely states their deeply held and hateful beliefs. Card was one of my early writing heroes, and I still hold his books on writing in high esteem, but as a person, he really bums me out. He kind of did the whole “J.K. Rowling” thing before Rowling.

The Uplift Saga

While the above two entries are the first (and I would argue, most important) books in a series, David Brin’s “Uplift” books are inseparable in my mind. There are six of them, in a pair of trilogies:

  • Sundiver
  • Startide Rising
  • The Uplift War

…and…

  • Heaven’s Reach
  • Brightness Reef
  • Infinity’s Shore

I suspect this series might be the most influential set of books in my childhood, but I came at them in a very weird way. I’m honestly not sure if I even remember it correctly. I know I read them out of order, because I bought one of these books at a garage sale, completely unaware that it was part of a series. I can’t be sure, but I think it was The Uplift War, the third book in the first trilogy.

That might sound a little insane to some readers, but it’s something I did multiple times as a kid. I even read through the fifth book in a series once, and didn’t realize it was part of a series until the ending completely failed to resolve the plot. One of the crazy things about being a child is that the world makes no sense. Every time you open a “grown-up” book, it’s like being transported into a completely new universe. Of course it’s confusing. Everything is confusing when you’re a child. It’s the ultimate introduction to the concept of “in media res.”

While Dune imagines a sci-fi future with no aliens whatsoever, and Ender’s Game has only the buggers, who seem to be mindless insectoid killing machines, the Uplift books are absolutely chockablock with all sorts of aliens. They are not your usual little green men. They are crabby things with 360° vision or energy creatures that live in the corona of the sun. They are varied and logical for the environment they came from.

The Uplift books depict a humanity that has just made contact with a galaxy full of aliens. There is a galactic culture. It is full of aliens who are much more advanced and powerful than humans, and we are forced to very abruptly change our own assessment of how awesome we are.

Humanity has started the process of advancing the intelligence of chimpanzees, dogs, gorillas and dolphins through genetic manipulation and technology. It turns out this is a pretty damn important concept to all the aliens, who call it “Uplift.” In fact, it’s the glue that binds all these different cultures together, as the uplifted races are forced into millennia-long servitude to the race that gave them the gift of sentience, and the races providing “Uplift” have a higher social position. Of course, the top dogs of the galaxy aren’t excited to see the newcomers, humanity, get that kind of respect, let alone the servitude of multiple freshly uplifted species.

Again, we have a fictional world that is too big for its characters. Hell, even the entire human race (and super-dogs/chimps/gorillas) is just trying to keep from drowning in a galaxy where almost everything is out of their control. I think, as a child, I was fascinated by the idea that everything we know and have ever known on planet Earth might be utterly inconsequential in the wider universe.

Overtime?

I have to admit, when I started writing this article I thought I might not have that much to say. Now I’m almost 2,000 words into this, everyone has probably stopped reading, and I only made it through half the books I intended.

I’m going to call it here. I found this to be a really fun exercise, but I’m curious if anyone else will be interested. I got more out of it than I thought I would, not the least of which is the desire to go and re-read the entire Uplift series. If anyone enjoys this, I might make it a regular feature. I have a lot of books, shows, and movies on my list.

Three Things I Learned From Locke and Key

I was on vacation this week, and along with some other vacation reading material, I borrowed the first three volumes of Locke and Key from my local library. It’s a suspense/mystery/horror comic series. As I’ve done in the past, I’ll be reviewing from the angle of useful writing lessons I took from these books.

The story of the Locke family begins with a murderous attack in their own home. Rendell Locke, the father, is killed, and his three children and wife Nina are left severely traumatized. To get away from it all, they move to the ancestral Locke house, in ominously named Lovecraft, MA.

In the new house, the children soon discover that there is some kind of paranormal creature lurking around who seems to have a vendetta against the Locke family, and the house is filled with strange keys, each with their own magical powers.

1 – Don’t Raise Stakes Too Quickly

The very first scene in the story is a home invasion and murder. There are a couple problems with this. Firstly, we don’t know any of the characters yet, so the situation loses some of its punch. It’s obviously a bad time for everyone, but the characters are still strangers to us, so I didn’t sympathize with them as much as I might later on.

Secondly, the stakes are immediately sky-high. It doesn’t get much worse than being chased by a crazy murderer. Later on, when the kids are worried about classes, making friends, or relationships, it all feels small and unimportant in comparison. How do you ramp up the tension from that beginning?

I think it might have been better for the story if the entire incident had happened “off-screen” and only been revealed in flashbacks.

2 – Make Characters Likable in Some Way

All the living members of the Locke family are traumatized. Nina becomes an alcoholic, while the kids try to take solace in relationships, and later, in the powers of the keys.

However, in these first three volumes the characters’ relationships with one another steadily deteriorate. They are all unhappy and everyone acts selfishly most of the time. Only when there’s an immediate threat of physical harm do they work together.

In recent years, there has been a sharp uptick in TV “anti-hero” dramas like Breaking Bad or Ozark. These are shows where the main characters do bad things, and they escalate by transforming the characters into worse and worse people. I’m not a big fan of these shows. Why would I root for someone who shows no positive qualities?

The Lockes are hardly anti-heroes, but they have the same problem. Why should I root for these characters when I never see them in a positive light?

3 – A Good Mystery Keeps You Reading

What kept me invested in the first three volumes of Locke and Key is the mystery. What is the origin of the keys? How are they tied to the house? Who is this villain, really, and what is their ultimate goal?

Even when I wasn’t that invested in the characters and their troubles, I still kept reading to find out more about these mysteries. Wanting to know more is a powerful way to keep the reader engaged.

Vacations Are Great!

I don’t know if I’ll read the rest of Locke and Key. I borrowed it from the library to try before I buy, and it hasn’t compelled me to keep reading.

On the other hand, I enjoyed all my extra vacation reading time, and I feel rested and energized to get back to my writing projects!

What I Learned From The Unwritten (Part III)

Having gone through the first four volumes in Part I, and the next four volumes in Part II, I finally arrive at the end. Just when the heroes seem to be at their strongest, rescuing a whole host of characters from Hades, Tom gets whisked off to another world entirely, leaving the others behind on an Earth that’s rapidly falling into a chaotic maelstrom of stories and reality.

Sometimes a Crossover is Less Than The Sum of Its Parts

The ninth volume of The Unwritten is a crossover with another (and arguably bigger) Vertigo series: Fables. I have only read a couple of the Fables books, so I know the basics. The Fables are castaways from fairy tale worlds, with the main series focused (at least initially) on a group living in modern day New York. Having not read the whole series, I had to make some assumptions about what’s going on in this crossover.

From what I can tell, Tom finds himself in an alternate version of the Fables universe where pretty much everything has gone to shit. One of the protagonists has become an antagonist here, and another is imprisoned. All the Fables are on the run from an evil that has nearly succeeded in taking over all of their worlds, with his seat of power in the hollowed-out shell of New York city.

Of course, this could also just be much further down the O.G. Fables timeline than I have read. I don’t know.

This illustrates an inherent problem with crossovers. Your target audience is people who enjoy both of these stories, but many people will only be fans of one. They will have little or no background in the other story. You can’t make assumptions—you have to explain everything that matters to the crossover story, and ideally try to avoid boring your core audience who already understands.

However, an even bigger problem than not knowing is not caring. I haven’t read all the Fables books because the ones I did read didn’t make me excited enough to go buy more. I was excited about The Unwritten. All I really wanted out of this story was to see what happens to Tom. However, Tom spends a good chunk of the crossover storyline stuck in his wizard alter-ego, Tommy Taylor, which was always intended to be a Harry Potter pastiche. The story is mostly a Fables story, where the “real” Tom gets one big confrontation and one big revelation at the very end.

As a result of all this, I found Volume 9 to be the least interesting to me, personally. Everything Tom got out of this storyline could be summarized in a few paragraphs in the next book. In fact, it is. I have no doubt that die-hard Fables fans find much more to enjoy, but for me it was one big aside to the main story.

Don’t Give Characters a Breather

As authors and as readers, we sympathize with well-written characters and often want them to be happy. But they can’t be happy. They always have to be in a tug-of-war; they always have to be struggling. Whenever they succeed, there has to be a new challenge waiting in the wings—preferably a bigger challenge, or the momentum of the story begins to peter out.

As Wilson Taylor says, “Nobody ever lives happily ever after, Tom. If that were to happen, the story would have to stop. Because it’s sustained on the endless agonies and exertions of the hero. The twists and turns of the plot resemble a maze. But they’re the very opposite of a maze. There are no wrong turnings. Just one way through, and one end point. At the close of each book, we promise…a respite. A moment’s peace, and a moment’s all it is. But believe me, lad—that’s as close as you’re ever going to get to a happy ending.”

The End is Never Really The End

And on that note, the very last page of The Unwritten is a title page. It has the credits listed, like the start of any other issue. And then you turn the page, and it’s done. Armageddon has more-or-less happened, and nearly all of the mainstay characters have disappeared. Only one is left. But rather than end on this note of “victory, but at what cost?” we get a title page. The tantalizing expectation of something more. Our last character is heading off in search of the others. It’s the beginning of a new adventure that we don’t get to see.

It’s a bold move, and one that clearly annoyed some people, going by the reviews. It worked for me, because I don’t mind ambiguous endings. In stories and in real life, the beginnings and endings are all a matter of where you choose to start and end the story. The characters were around before the first words, and at least some of the characters, the world…something…will continue on after the last words.

As authors, we tend to think a lot more about the backstory, the bits that happen before the first words. Those inform everything that happens in the story itself. But it’s also worth thinking about the post-story, the epilogue, even when it doesn’t get written. The trajectory of the characters and world after the events of the story inform the story as well. The real world didn’t magically appear the moment you were born, and it won’t disappear into the void when you die. A good story will feel the same way, like things are going to keep happening, whether the reader is there to see them or not.

A Tiny Bit of Review

As I’ve said before, I’m not very interested in writing traditional reviews. Instead, I prefer to look at a story and see what useful ideas I can pull from it. But I’ll indulge a little bit here.

I really liked The Unwritten. I read through the entire series, and then I went back and skimmed through a lot of it as I was writing these three posts. Even on cursory examination, I picked up on things I had missed the first time. I look forward to letting the story rest for a while and giving it a thorough rereading in a year or two.

It’s not without its weak points. It dragged for me in the Fables issue, and there were definitely a few plot points that worked on an emotional level and made a nicely-shaped story, but didn’t make logical sense for me when I stopped to think about them. Overall, they don’t detract much from the work. This is my second-favorite Vertigo series, after the incomparable Sandman, and in my top five favorite comics series of all time.

I guess I’m just a sucker for a “Power of Stories” narrative. I already think that stories have the power to shape the way we see the world, and in The Unwritten, stories have that power literally as well as figuratively. The universe bends to the story and the ways we interpret it. It’s a sort of mass hallucination. One that I’m happy to partake in.