Category Archives: Research

From High to Low: the Point of Novels

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It’s been a while… half a year, in fact. Apologies for the radio silence. Uni has been almost entirely focused on writing my book so I’ve had very little non-book related stuff to share and even less time to do it in. But things are starting to move over the summer, so it’s time to get back on the horse. 🙂

The Evolution of the Novel

I was pointed towards the essays on The Dialogic Imagination by Mikhail Bakhtin by my tutor recently. Bakhtin was a Russian philosopher and literary critic writing in the early 1900s, and he had some interesting ideas about the novel as a genre. Until now I’d assumed that the novel was a format, and things like horror, romance, SFF, etc were genres which used that format. Not according to Bakhtin. He classes the novel as its own genre, separate to the epic, the elegy, the lyric poem, and all the rest of the classical literary styles. These styles were rigid, with strict formats and defined subject matter. The novel is much more fluid, defying categorization because there’s always multiple exceptions to any rule you try to impose. It essentially bastardized the subject matter of the older genres, turning it on its head:

The “absolute past” of gods, demigods and heroes… is brought low, represented on a plane with contemporary life, in an everyday environment, in the low language of contemporaneity.   ~ Epic and Novel, Bakhtin

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This did something important. The older styles were very much for the elite – the educated upper classes. Within their stories, the world might change on a cosmic scale (the end of the Age of Heroes in The Iliad, for example) but not on a day-to-day level. This is because the intended audiences were the people in charge, and they had no interest in social change. The novel messed with that. It began the move from elite audiences to everyman audiences, bringing the subjects within reach of the general public. And the general public were very interested in social change, oh yes.

The novel was a way to push boundaries, to discuss the issues of the day in a relatively safe medium. And, because it was so flexible, it could incorporate all the favourite subjects of the old genres – such as love, war, death and heroes – without breaking a sweat. It took over from the old genres, in fact, because it could cover those subjects with greater freedom and exploration.

…the unfettered and fantastic plots and situations all serve one goal – to put to the test and to expose ideas and ideologues.  ~ Epic and Novel, Bakhtin

The rise of the novel also meant a shift in focus. The epics and elegies were focused on the past; lyrical poetry was, at best, focused on the present. The novel allowed speculation about the future. How things could change. It was the genre of evolution.

Genres Today

The novel is now such a ubiquitous format that we don’t think of it as a genre. We sub-divide it into themes or subject matter or style, and call them genres instead. Some of them still talk about contemporary issues and push boundaries; others are purely for entertainment’s sake, and there is nothing whatsoever wrong with that.

I think, though, that SFF has an important role to play in pushing boundaries. As I’m pretty sure I’ve mentioned before, it’s a step back from the world which means we can talk about problematic areas like religion and race without falling foul of prejudices or sensibilities. It’s also a way to discuss social problems in a very bold way, with less risk (I’m going to point you back to the lecture on Chinese SFF from last year). And it is, absolutely, the genre of the everyman audience.

efc698a5b975dc9d9004847b051308ce--ink-express-frankensteins-monsterUrban fantasy, which is what I’m currently writing, straddles the line between reality and fantasy. It makes this balance of open discussion vs removed engagement a little trickier, but it also allows us to make more pointed observations. Urban fantasy isn’t new, incidentally – it has its roots in the gothic novel. Arthur Machen, Mary Shelley, Edgar Allen Poe, they were all forerunners in the fantastical. And they were all making observations about the society they lived in.

I’ve had to define the issues I’m deliberately trying to tackle in London Under, and to be honest they aren’t what I thought they would be. I thought I was writing about love and duty, and what those forces can do to us when they’re in opposition. It turns out that, rather without meaning to, what I’m actually writing is a story about the threat of terrorism and the fear of loneliness in a big city. The whole ‘love and duty’ thing is still there, but more as an undercurrent. I didn’t plan that, it just seems to have happened. Which shows that your subconscious can sometimes be the better writer.

Our era is characterized by an extraordinary complexity and a deepening in our perception of the world; there is an unusual growth in demands on human discernment, on mature objectivity and the critical faculty.  ~ Epic and Novel, Bakhtin

Fact vs Fiction: The Psychology of Storytelling

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There are, according to Harvard psychologist Jerome Bruner, two ways of processing ideas and understanding them, of ordering experience and constructing reality. One is based on logic, verifiable fact or empirical proof. The other is based on how it feels and resonates. Or, as literary critic and philosopher Walter Benjamin put it:

Only the storyteller can transmute information — be it in the form of “objective” fact or “subjective” experience — into wisdom. ~ How the Novel & the News Killed Storytelling

Knowing vs Believing

There’s a fundamental difference between knowing something, and believing it. One is rational, one is emotional. To get personal for a second, it’s a major disconnect that I struggle with when dealing with depression. I know I can put words on paper in a way people enjoy – there’s empirical proof in the feedback from readers, in the fact my short stories are getting published, in the number of Twitterature followers I have. But I don’t always believe it.

I know 2+2 = 4. That’s information which engages my brain but absolutely no emotion. (I’m just not that into maths. If algebra does it for you, who am I to judge?)

I believe sunsets are beautiful. There’s no empirical evidence to support this statement, but watching a good sunset fills me with happiness. The response comes from my heart, not my head.

We live in the Age of Information. There’s more data available than ever before, more stats and numbers and analysis. It’s easy to forget people can use that information to tell stories, to makes us accept things emotionally by presenting them empirically. And belief is much stronger than knowledge.

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History According To Hollywood

There are a number of films which my friends can’t watch. Dr. Nick, naval architect, frowns at U-571; Andrew Knighton, historian, shouts at Braveheart; I, classicist, throw things at Troy. A lot of people have a film, or a book, which enrages them because it’s inaccurate. But for those who aren’t experts in that particular field, it’s their source of information. And because it’s told as a story, engaging them emotionally rather than cerebrally, they believe it.

 

You need people to believe your stories. Emotional engagement is how you keep them reading to the end. But by tapping into their emotions, you’re also teaching them, however inadvertently. If you’ve done your job as a writer, they will walk away believing in your world, in your characters, in their moral struggles and social acceptances.

That means we have a responsibility to know what it is our stories are teaching people, and to ensure it’s something we want to teach. To turn cognitive thoughts into emotional wisdom, via words on the page. So how do we do this?

In contrast to our vast knowledge of how science and logical reasoning proceed, we know precious little in any formal sense about how to make good stories. ~ Jerome Bruner, The Psychology of What Makes a Great Story

Thanks, Jer. Real helpful.

 

The Colour of Characters: Race & Ethnicity in Fantasy

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Picking up from last week, I want to talk a bit more about representation in fiction. For the purposes of disclosure, I should state at the beginning that I am a white Western heterosexual CIS woman, so the only kind of ‘minority’ issues I’ve ever personally encountered are grounded in sexism. But I have friends who’ve had to put up with the stupidity of bigots, I’ve done some research, and I’m capable of empathy. That doesn’t mean I know anything like all the aspects around this subject – if I’ve missed or misunderstood something, please educate me. The only way we can improve is through shared experience.

Reinforce or Resist

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Sign in an Australian pub in March 2014. Spot the stereotyping. And the racism.

I put ‘writing to reinforce or resist’ in the title of the previous blog post but I never really went into what that means. Basically, there exists a stereotype of every different section of society – be that based on colour, country, gender, sexual preference, religion, etc. When you’re writing about a section that isn’t the one you belong to, it’s really easy to fall into the trap of using the stereotype to build your characters. That reinforces the stereotype, perpetuating it in the minds of your audience. Sometimes it’s done out of laziness, sometimes out of ignorance, sometimes by design. One of the best ways to ensure the status quo continues is to keep telling people that the minorities are lazy, or criminal, or perverted – some version of undesirable which justifies keeping them down.

When you write a ‘minority’ character (and yes, I’m using those quote marks deliberately because more of the world is, say, Asian than any other racial type combined), you either reinforce that stereotype or you resist it. Reinforcing it is, as I said, either lazy (do better), ignorant (research your story), or deliberate (your politics and mine are going to have serious disagreements). Resist the stereotypes.

Represent

I’m going to quote myself from last week: ‘Non-Western cultures and perspectives still get very limited representation in the English-speaking market, so every writer that uses them is making a strong statement.’ But it’s much bigger than just non-Western. There’s so few POC characters in SFF. There’s even fewer queer characters.

As a writer of mixed descent (half-Chinese, half-white) who was a voracious reader as a child, I never saw myself in the kind of books that I devoured: fantasy and science fiction, adventure and romance… It seemed like readers would rather accept talking dragons than a mixed-race princess… The only solution left for me was to write one. ~ Amy McCulloch, Guardian article

Go reach McCulloch’s full article – it’s not long and she makes some great points, but they all boil down to this: we need greater diversity of character. SFF writers are capable of world-building fantastic and complex societies. Surely we can do better than one skin tone. In fact, it’s essential we do because our audience is certainly more diverse. Anyone who isn’t sure about the importance of representation need only read this account of seeing autism in Guardians of the Galaxy, or this viewer’s response to Diego Luna’s accent in Rogue One, or look back to this photo of a child meeting one of the stars of 2016’s Ghostbusters remake:

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This went viral because it proved an ‘all-girls’ Ghostbuster film was not, in fact, a terrible idea no one would enjoy

We get our rolemodels from the people around us and the material we consume. If that material repeatedly shows us only white men are ghostbusters, or fire fighters, or woodcutters, then we assume no one else is allowed. But if we start to show people outside that narrow parameter getting involved then we give the world billions more who believe they can kick spectral ass.

Just because we write SFF, that doesn’t let us off the hook. We have a responsibility.

Historical Accuracy

The standard excuse for not including diversity in SFF based on real world periods is because it isn’t historically accurate.

  1. Is that an elf riding a dragon over there? I do believe it is. Didn’t see many of them around in 12th Century Germany.
  2. Shut up and read this: Diversity in Historical Fantasy by Mary Robinette Kowal
  3. Or this: Historically Authentic Sexism in Fantasy by Tor Publishing
  4. Or this: Gender & Sterotyping in Fantasy by Fantasy Faction

Now, there are some people who might say ‘that excuse stopped being used years ago’. I would love for that to be true. I really would. But I have a friend who, not all that long ago, was told she couldn’t be a military general in a LARP game because she’s a woman. This stuff doesn’t go away if we stop talking about it, and it certainly doesn’t stop existing just because you personally don’t see it.

“It’s amazing what you notice when you just look up for 5 minutes and see what’s going on.” – RA Smith, Representation, Whitewashing & Internationalism panel, LonCon 2014

And speaking of history, I’m going to get political. The US is just about to swear in a new president. One who is on record for making incredibly denigrating comments about women, the disabled, foreigners, and religions other than Christianity. As Meryl Streep said at the Golden Globes:

“This instinct to humiliate, when it’s modeled by someone in the public platform, by someone powerful, it filters down into everybody’s life, because it gives permission for other people to do the same thing. Disrespect invites disrespect. Violence incites violence. When the powerful use their position to bully others, we all lose.” – watch the full speech here

It is more vital than ever that we show our readers colourful, varied, socially complex worlds – worlds where ‘different’ doesn’t mean ‘wrong’ – before they start believing anyone who isn’t white, Western, able-bodied, straight and CIS male is less important and can be treated as such.

Don’t reinforce the stereotypes. Resist, research and represent.

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The Theory of Relativity: Time on Paper

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Okay, some notes on the use of time and compression in story structure. A lot of this stuff might sound really self-evident (in which case, I’m doing my job of explaining it right) but it took 11 pages of my lit crit text to explain. Which really tells you more about lit crit texts than about the complexity of the subject.

Represented vs Representational Time

Represented time is the time that passes in the story or, to put it another way, the in-story time it takes for events to unfold. Also called ‘perceptible time’.

Representational time is the time it takes to tell the story. You can tell a year in a paragraph, or half an hour in a chapter. Also called ‘intellectual’ or ‘narrative’ time.

Because here’s the thing – time is malleable. Even in life our experiences of it aren’t constant, even if the passage of it is. Hours drag, days fly past, etc etc. On paper, where writers have control over how fast it’s passing, it becomes even more so. This is important because it provides the writer with a really important tool: attentional prominence.

Fluctuations in the speed of narration along with manipulations of frequency can be viewed as metrics of value or at least attentional prominence – David Herman, Time, Plot, Progression

This is pretty much the same idea as Chekhov’s Gun – if the description of a scene dwells on the gun over the mantlepiece, that gun is probably important to the plot. It’s a way of flagging it to the reader as something worth keeping track of. Similarly, if a lot of writing (representational time) is devoted to describing a short period of story (represented time) it implies that what’s going on in this scene is important. If several years of represented time are skipped over in a small amount of representational time, those years probably don’t matter so much. The writer can use the compression and extension of representational time to spotlight the points in the story that the reader should pay attention to.

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Dodge this…

Genette outlines the broad categories of attentional prominence as follows:

  •     Representational time < Represented time                = Summary
  •     Representational time = 0, Represented time > 0    = Ellipse (or skip)
  •     Representational time = Represented time                = Scene
  •     Representational time > Represented time                = Stretch
  •     Representational time > 0, Represented time = 0    = Pause

This relationship between the two, in whatever balance, is called duration. So, by working out the duration, you can take a guess at how important the passage is to the overall story.

Start At The Very Beginning

I’m going to leave aside the question of what constitutes a beginning, since I already tackled that in the discussion of causal chains, and simply say that for the purposes of this conversation it’s the first chronological event in the fabula.

Narrative exposition is, according to Wikipedia’s definition, ‘the insertion of important background information within a story’, generally talking about things that occurred or exist before the events of the story that are being narrated (fabula) took place. Which, obviously, comes at the beginning, right?

Au contraire. Remember what we talked about last week on A4-B5-C1 stuff and reordering events? So the beginning doesn’t necessarily come at the beginning, and the stuff before the beginning can crop up whenever it suits your structure. You can include it in flashbacks, recounted memories, or just mucking about with sujet (the order in which events are presented).

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Freytag’s Pyramid Story Structure

Some scholars seem to think this raises a question about 3-Act Structure, or Freytag’s Pyramid, or any of those basic story structures. Is it the structure of the fabula (events of the story) or the order in which those events are narrated (sujet)? But these structures are all focused around how the story is communicated – the sujet – not on the fabula. They’re calculated to control the tension levels of the reader, not the characters. So the fabula could have a very different structure and tension map than the sujet. That might be worth bearing in mind when thinking about your characters’ tension levels at any given point.

Structural Deception

The expositional information [may]… enrich, modify or even drastically change the reader’s understanding of it. ~ Meir Sternberg, ‘An Essay in Temporal Delimitation’

The most fantastic example I’ve seen of this is in the recently released film Arrival. If you haven’t seen it, skip the whole of the next paragraph because I’m about to spoiler massively.

The film opens with a fairly compressed montage of the protagonist’s daughter being born, growing into a teenager, falling ill, and dying in hospital. Then the opening credits roll. Because it was presented at the beginning, the audience naturally assumes that this is the protagonist’s background and therefore interpret all her subsequent behaviour in the light of a grieving mother. As the film unfolds, however, it gradually becomes clear through a sequence of memory flashes of that montage, that the protagonist is ‘remembering’ things that haven’t happened yet due to contact with aliens who experience circular or concurrent time, rather than linear time. That completely changes not only the understanding of the character’s actions to date, but also those of her decisions in the future – the fact she continues to act in a way that will take her into the future where her daughter dies fundamentally alters the audience’s perception of her interactions with the man she knows will become her daughter’s father.

For literary examples of fantastic non-linear literary construction, I’m going to refer you back to my old favourites: Hal Duncan’s Vellum and Maria Doria Russell’s The Sparrow. If this is something you’re interested in playing with, it’s also worth doing some research into how different cultures view the passage of time. to get some ideas that might help you break out of linear time.

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Virtual Reality: Storytelling in REAL Fantasy Worlds

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A few weeks ago I had a really interesting chat with Patrick Collister, Head of Design at Google, who talked to me about the evolution of storytelling as Virtual Reality technology has progressed.

As this is primarily a writing blog, rather than a tech one, I’ll very quickly give a run-down of some key terms:

  1. VR – Virtual Reality. Creating digital spaces that you can walk around in. This is different to computer games because the space stays still even when you move the device you’re looking at it through. Imagine you’re standing in a room, looking at it through the camera on your smartphone. The room doesn’t swing around as the phone moves – it stays still and you see different bits of the room. Exactly like that, except the room is wholly digital.
  2. AR – Augmented Reality. A digital overlay on real stuff. Pokemon Go is Augmented Reality.
  3. MR – Mixed Reality. Still in development, currently. This is basically like AR, but projected directly onto the eyeball rather than viewed through a device.

Making the Reader a Protagonist

I want to talk about VR because that’s the stuff really making waves in storytelling. Google have been doing all manner of cool things with it, and Patrick pointed me towards a particular video on their VR YouTube channel which demonstrated some of what he was talking about.

See, if you’re standing in the virtual world and a story’s unfolding around you, how do you a) interact with it if it’s just a video, and b) ensure you’re looking at the right place to see the crucial plot points? Both these questions are solved in the same way. Google 360 structure the story in very short chapters. Each chapter is triggered only when the viewer is looking in a specific direction. So you don’t miss anything but, more importantly, nothing happens if you don’t look at it. You’ve got the time to look around because the next chapter will wait for your attention.

If a tree falls in a VR wood, and you aren’t looking at it, it doesn’t finish falling.

Suddenly the viewer is critical to the process. They become a protagonist, responsible for making things happen. By way of example, here’s the video Patrick showed me. You can watch it on computer, but watching it on your phone is a WAY better medium to experience this type of storytelling. Because the point is that you move around. Give it a go.

I’m not sure what impact this will have on traditional storytelling structures, if any, as far as the written word is concerned. But it’s early days and there’s no denying video is a very powerful tool to shape how people think. And the trend in digital content over the last few years has consistently been more and more about personalisation. You want to attract people to your creation? Make it personal – give them a starring role.

So far I’ve just been an interested observer, very much on the fringes of what’s going on. Ian Thomas, Director of Talespinners – writer, game designer and all-around storytelling expert – has waaaay more experience than I do. So I asked him what he thought.

Challenges in VR Storytelling – Ian Thomas

Here’s the thing: there are a few groups of people trying to leap on VR for storytelling purposes right now, and at least two of them are coming at it from an angle which isn’t a great fit, and a lot of their problems lie in a fundamental misunderstanding of the medium through trying to apply film techniques. VR is seen as a visual medium most closely related to computer games and film, and to my mind it’s far removed from either.

The first group are film-makers. As you might imagine, the natural inclination of the film-maker when approaching VR is to take a linear piece of storytelling and then to work out how to deliver it in 360 degree surround. Directors are used to having complete control of the action; editors are used to controlling pacing (not to mention being able to cut and have multiple viewpoints, both of which are limited in VR); cinematographers are used to being able to control framing. None of those skills are really of any use in VR, and a lot of lessons are having to be unlearned very swiftly – nearly all the language of cinematography goes out of the window. VR productions coming from this angle tend to be very static, tend to be confusing for the player, don’t take enough account of the player’s presence in the world (being more of a piece for the player to watch, or a ghost train-like experience), and, when they offer any interactivity at all, it’s of the ‘trigger object to continue’ variety.

The second group are game developers – and one of the problems comes specifically from game developers working at the high end. The trouble is that many such AAA developers have spent the last twenty years or so trying to make their games more like films, picking up cinematography techniques (such as ‘frame the important object’), cuts, cutscene pacing and so on. As with film-making, those things simply don’t work – you can’t constrain the player’s head to focus on a specific object, for example. The other issue is that locomotion in VR is completely different from that in most mainstream computer games – walking along a corridor is quite a different experience in VR (and can lead to motion sickness), so you need to find other tricks and techniques; a lot of gaming has been focused around an experience of ‘continuous travelling through a space’, so that needs to be rethought. Again, people are having to unlearn lots of lessons. A lot of early attempts have been experimental VR ports of existing games, which are only really working for the hardcore gamers who are willing to put up with quirks and nausea.

However, games are a better fit than cinema, and there are games companies doing excellent work in this space.  They tend to be people who’ve thrown away their preconceptions and started from scratch and spent a lot of time experimenting and getting to grips with the medium; or even to be people who have no previous background in games and are coming in fresh, with no constraints or expectations. And, in general, games companies tend to get the idea of player agency and embodiment in a way that film-makers don’t.

The fundamental storytelling issue is – a thing happens. How do you get the player to notice? Google’s answer, as you quoted, is to only trigger things when the player is looking in that direction – there are other solutions but that’s not a bad one. However, as you might imagine, pacing is therefore quite different from other media.

But there’s a deeper thing going on here, at least in this stage in the adoption of VR. You’re trying to tell a story. Perhaps an epic tale which will capture the player and sweep them up. At least that’s the intention. But behaviourally, a lot of game creators are finding that the player spends all their time just looking around the room and picking up objects, ignoring your carefully crafted dramatic content. Because that’s where they’re finding the fascination and the fun. Maybe that’s only temporary, because the experience is so new. But in any case, perhaps that should be your storytelling method – just picking things up and looking. In the games industry this is known as environmental storytelling, and existing non-VR games such as Gone Home are great exponents of this sort of experience, allowing players to piece things together at their own pace.

What I’ve found most powerful in VR so far is the sense of presence you feel when there’s another character in the scene. Even if the character isn’t modelled photorealistically, the human brain interprets them as ‘there’ in a way that I haven’t seen in any other medium – it’s absolutely uncanny. If you play through Rocksteady’s Batman Arkham VR and are nose-to-nose with the Joker… there’s no feeling like it. It’s something which took me completely by surprise, and it’s the thing I’m most interested in pursuing.

Another important thing to mention is 3D audio. Well-designed audio is hugely important in VR, and again isn’t something that film audio can adapt to very well due to the non-linear way the sounds are encountered or triggered. It’s a lot closer to game audio, but many games still treat audio as of secondary importance. In VR it’s utterly critical, as it underpins and helps define the reality of the space around you. And, where you perhaps can’t rely on camerawork in the way you could in other media, you can absolutely rely on sound and get much more out of it than in other media.

VR experiences aren’t simply translations of existing games techniques. Nor are they simply translations of film techniques. I think the closest thing we have so far is single-audience-member participatory theatre-in-the-round, but no-one’s really drawing on theatre experience yet. But at the root of it, VR is its own thing, and no-one knows quite what yet.

Ian is a games writer, designer and coder who has wrestled computers for a living for over two decades. He’s worked in interactive television, education, puppet-making, film, publishing, live events, and the games industry, where he’s helped bring to life games such as Frictional’s SOMA, The Bunker, and a wide variety of other titles from LittleBigPlanet to LEGO. He’s written action movies, children’s books about Cthulhu, interactive fiction and pulp novels. Most of his time is spent running Talespinners, a story-for-games company that helps games studios deliver their narrative. Amongst other things, he’s currently writing for a VR multiplayer RPG.

Nine Worlds: Non-Binary Gender in Myth & Fiction

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Two academic talks: ‘Crossing Fantasy’s Borders: the Fluidity of Gender and Genre’ by Taylor Driggers, and ‘The Age of Athena: Gender Non-Binary’ by Olivia Huntingdon-Stuart

This session was another one of two halves. The first presentation looked at the concept of gender roles in fantasy, using Ursula Le Guin’s Left Hand of Darkness as an example text, and the second looked at examples of non-binary gender in mythology, history and literature.

I’ll be honest, I was at a slight disadvantage for the first paper as it’s been many years since I read Left Hand, and I couldn’t remember it in enough detail to really contribute much. It has inspired me to go back and read it again, though. If it’s not a book you know, I can’t recommend it highly enough.

Gender & Society

I’m actually going to start with some fairly fundamental terms that could easily get mixed up in this discussion:

  • Sex – biological status. The physical equipment you possess.
  • Gender – attributes and behaviours culturally defined as male or female.
  • Identity – someone’s unique sense of self.

Binary genders are a cultural construct, not a natural one. Nature doesn’t dictate that girls like pink and boys like blue – in fact, pink was considered to be a boy’s colour until the Victorians changed things up. Not only is it a cultural construct – it’s a modern cultural construct. There are tons of examples of a far more fluid approach to gender in ancient mythology.

Athena is the prime example. She was the goddess of strategic war, and also a goddess of weaving. She disguised herself as male whenever she pretended to be mortal (even to her favourite, Odysseus), but is a mother figure in her divine form and never denies her sex. She is balanced. Nor is that balance restricted to female figures in the Greek pantheon. Dionysos is her male counterpart, often dressing in women’s clothes when he masquerades as mortal, yet never denying his sex. He is a god of fertility and a god of frenzy. It’s not just okay when you’re divine, either. Herakles – the ultimate mythological Jock – spent a long time dressed as a woman and taking on a female gender.

Even relatively modern history has examples of figures with gender-fluid roles.

But this distinction is something we seem to have lost sight of. Binary gender and identity has become so default that anyone who doesn’t conform is considered to be Other.

Otherness in SF&F

This assumption becomes an active handicap when considering texts like Left Hand of Darkness:

“Binary identities can only engage with this text as an outsider.” – Taylor Driggers

Through the eyes of her protagonist, Le Guin presents this fundamentally blinkered view of gender when confronted with a species that can change sex and therefore has no concept of gender. The Sparrow by Mary Doria Russell is another superb example of the dangers of assuming binary gender is default. Go read it – it’s an astonishing book.

“Western thought and language are all organised around binary hierarchical concepts which mostly have gender connotations with the masculine as dominant.” – Helene Cixous

The Sun and the Moon, Light and Dark, Culture and Nature, there were a ton more examples given. I’m not sure if I agree with all of them but the fundamental point still stands. These are things which don’t inherently have a gender, yet we attribute one to them and – with that attribution – assign them differing values.

SF&F is transgressive and disruptive. It subverts and pushes at understood norms and boundaries. It is, as Lisa Tuttle said in a different panel, the ‘literature of ideas’. The idea that Left Hand explores is that Otherness is neither inherently bad nor something to be avoided. It is, in fact, essential for survival and growth, for the evolution of society. SF&F lets us respect Otherness as a reality, and as an equally valid approach to living.

Next week: tricking the reader through unreliable narrators.

Nine Worlds: How to Think About Historical Fiction

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Historical fiction is the orphan of genre criticism, with a low-to-invisible scholarly profile despite its expansive reach, popularity and cultural penetration. Yet of all the major branches of genre fiction, it has always sat closest to the what we would now understand as the poetics of fan fiction, going back to Greek myth’s fictionalisation of the cultural memory of the Mycenaean world. It is possible to argue that fan culture is actually the superset of what scholars do: that historical engagement with the past and the interpretative narratives that we construct to compensate for its inaccessibility are themselves forms of unacknowledged desires for the unattainable other on the far shore of time.

Dr. Nick Lowe, Dept.of Classics, Royal Holloway University

I hadn’t originally intended to go to this talk but the one I’d planned to attend was completely full and this was just across the corridor. I’m so glad things played out that way. Dr. Lowe is a fascinating and energetic speaker, and a huge Greek mythology fanboy. My dissertation, way back in the day, was about the development of story themes from Ancient Persian epics into Ancient Greek ones so I went to chat to him after the presentation. It turned out he knew my old tutor and we geeked out together about how great the man is. Which was all kinds of awesome.

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The Macrotext of Historical Fiction

The stories of Greek mythology are the first shared universe that we have record of. They were shared far beyond Greece (which wasn’t much more than city states until around 400 B.C.) to Macedonia and on (courtesy of Alexander the Great) into the Persian Empire. It was a rebootable, retconable corpus of stories which contemporary audiences were deeply engaged with and expert in. All the known poets and playwrights of the era created their stories within this shared cultural property. It was, basically, early fan culture. This creates a pressure towards the democratisation of created ownership. The mythological world belonged to no-one and everyone, and everyone could create within it.

History itself has become a macrotextual setting. Historical fiction measures the gap between what we claim to know and what we desire to know. It also contains nostalgia over unacknowledgable or inexperienceable concepts, such as imperialism, immoral sex, etc.

There’s no truth in history. It’s all competing theories. ~ Dr. Nick Lowe

The past is the macrotext, historical records and academic analysis is the corpus of canon works, and historical fiction is how we try to measure the gaps.

Remembering History

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Definitely more fiction than history

Homer’s Iliad was the first piece of historical fiction on record. 500 years after the events of the Trojan War (or wars – archaeology suggests that the site we believe Troy was located, now called Hislarlik, suffered multiple wars over a relatively short time frame), the Iliad was an attempt to recreate the end of the Mycenaean era after a dark age when literary skill was lost and much of history forgotten.

We can’t date episodic memories in order, without writing them down. Human memories don’t work like that. The Iliad started life as a number of episodic oral poems which were stitched together to create the epic. Chinese and early Greek historiography, which ostensibly moved away from fictionalisation and towards reported fact, used episodic or fragmented stories in order to piece events together. Herodotus then used epic poem structure to try and revolutionise how history was remembered.

Early Chinese historiography was generally formed out of commentaries in annals. They weren’t sweeping narratives – that’s very much a Western tradition. The West “founded their history in drama whereas all other cultures of historiography are founded in lyric”.

Narrative structure, with first person retellings, are repeated throughout Western historical documents. This suggests narratological and ideological common approaches perpetuated down the ages. It also demonstrates a need to have an embedded character viewpoint in any story. This, combined with the Western understanding of story structure, forces it into similar shapes, which then become tropes.

Retelling History

You only need to read the first thirty books on Alexander the Great to realise the writers aren’t reading each other. Apart from Mary Renault, which everyone reads.   ~ Dr. Nick Lowe

Despite this macrotextual setting of world history, there’s massive potential for inconsistency. We can’t truly know what that world was like, so everyone interprets it differently. The repertoire of emotions is partly culturally constructed, so a historical novel written in 1950s Britain will inevitably differ hugely from one written in 2010s France. The past is another country and characters should behave as culturally appropriate, which is to say different from now. It’s hopelessly naive to think we can trust contemporary accounts or later academic analysis to give anything close to the true picture.

Historical fiction therefore allows us to experience many possible versions of the past. It also shows us how narrative structure pushes us to think about historical culture in certain terms, and how established events can be interpreted in wildly different ways.

Next week: heroism and morality in genre fiction.