Today my family and I went to the Smithsonian Museum of American History. It was really awesome. Among other things, we saw the original star-spangled banner which flew over Fort McHenry during the defense of Baltimore in war of 1812 and inspired the song by Francis Scott Key. It was very moving. The other thing that really struck me was a house.
This house was amazing. Not because of any single feature of the house, but because of its history. It had been built back in the 1700s before the Revolutionary War, and eventually been disassembled and moved to the museum from its original location in Massachusetts. The museum had set up the house with different key rooms restored to their original condition - and as you walked around the house, each room had been decorated to show a different period from the house's history, along with associated artifacts and portraits of the people who had lived there. It was a whole narrative of American history created through the use of this one house.
I can certainly see how this ties back to my post about focusing worldbuilding efforts on a single artifact (in this case a house). The other thing it makes me think of is how this house was still around in this neighborhood in Massachusetts up until the 1960's before it was moved. The same house. The same place. 200 years. Four separate families.
Successful objects and technologies endure.
I mean, after all, did you use a fork today? What about chopsticks?
I saw this house, which must have stayed around while some things changed around it and others did not. I also visited the Capital, which has been around looking pretty much the same for an awfully long time with things changing around it.
The old and the new coexist everywhere. I noticed this very keenly when I lived in Kyoto, Japan for a year, but it's true of your home too. Your fancy new photo printer uses paper. Paper is pretty old. The way carpenters work wood to build houses has been innovated, but probably not that much. Nails have been around for hundreds and hundreds of years. Mirrors have been around for thousands, though their current form is different.
The same should be true of your world.
Take a look around it. What is old? What is new? Who lived in this house before its current residents? Is there any evidence available for that? Is there anything that has had one meaning for one group of residents that has a different meaning for a later group?
I must cackle when I say that I do this for Varin. I have secrets up my sleeve (quite a number of them). The old buildings, like the Eminence's Residence and the Imbati Service Academy, didn't used to be called what they are now called, and were used similarly, but by entirely different groups in Varin's past. There's a reason why the capitals on the columns of the Academy are shaped like flames. There's a block of red stone on the threshold of the Academy's front gate which reads, "Cross this threshold with a pure heart, and the Mysteries shall be revealed." The Imbati mark, the lily crest tattoo, didn't always used to be a caste mark, and wasn't always worn on the forehead.
It's not only interesting, it's fun. Mwa-ha-ha!
Showing posts with label technology. Show all posts
Showing posts with label technology. Show all posts
Wednesday, June 29, 2011
Friday, January 21, 2011
Seeking Uniqueness? Make a Twist
I've been thinking lately about what makes a story unique. I'm working with young people right now, and I hear a lot of ideas from them, many of which bring in familiar elements from stories that I've read, or archetypal plot elements from the classic fairytales, etc.
Just because we've heard an idea before doesn't mean it can't be done in a novel way. But what can we do to make sure that the story we have is unique, and not like others of its type?
Twist!
A lot of the stories we're familiar with come with a set of underlying assumptions about their execution. Settings in which they're expected to take place. Characteristics that their characters are supposed to have. Ways their cultures are supposed to work. Technologies that are supposed to go together.
But why?
There's no real reason why these things have to be maintained as they are. Pick one and change it - not a little, but in a way that will make your story utterly different, so you'll really have to sit back and THINK: wow, how far do the consequences of that change really go? Here are some ways to try.
But that's the whole point.
If you can make a twist, and explore its consequences on a larger scale while maintaining the internal consistency of your world and its cultures, believe me, you'll have something different.
It's well worth thinking about.
Just because we've heard an idea before doesn't mean it can't be done in a novel way. But what can we do to make sure that the story we have is unique, and not like others of its type?
Twist!
A lot of the stories we're familiar with come with a set of underlying assumptions about their execution. Settings in which they're expected to take place. Characteristics that their characters are supposed to have. Ways their cultures are supposed to work. Technologies that are supposed to go together.
But why?
There's no real reason why these things have to be maintained as they are. Pick one and change it - not a little, but in a way that will make your story utterly different, so you'll really have to sit back and THINK: wow, how far do the consequences of that change really go? Here are some ways to try.
- Set the fantasy story in a technological setting. Steampunk did this, and look what happened!
- Take an expected technology away. I rarely see this done, but I'm doing it myself: Varin has no visual tech, for cultural reasons (no movies, computer monitors, etc. and a sense that even photography is inappropriate). And what if you did something really radical? Took away fire? Or the wheel? What would happen then?
- Change gender roles. Reverse them, okay sure, but what if you altered them? Ursula K. LeGuin did that by taking away gender in her own way, and bang! You could even have gender roles look one way in one part of your society, and totally different in another part, so long as there are solid cultural reasons behind it.
- Change diet. And don't stop with what's on the table, but contemplate the consequences for agriculture, for lifestyle organization, for food culture and values.
- Change character. I usually do this by changing culture, because that then changes the fundamental way that a character thinks - changing the metaphors they use to describe the world, and changing the rationale behind the decisions they make. You want readers not to be able to predict what your character will do? Alter their cultural morality and see what happens!
But that's the whole point.
If you can make a twist, and explore its consequences on a larger scale while maintaining the internal consistency of your world and its cultures, believe me, you'll have something different.
It's well worth thinking about.
Thursday, November 4, 2010
Where we travel to
Have you ever noticed where we travel to? If you were to take a poll of people in your area, where do you think they typically go? Where would they like to go, or dream of going?
Where you want to go depends a lot on where you are.
Consider the places that your everyday routine takes you. Then think about whether there are tourist destinations nearby that you almost never go to. There are probably some. We live an hour from San Francisco and we almost never go there as tourists. We go when we're taking guests from out of town, and that's it, with very few exceptions. I used to live right by the beach (10 minute walk) and go maybe three or four times a year.
Where would you go if you had a day or two, maybe a weekend to travel? The radius will be bigger, and perhaps you can identify some weekend spots that are relatively close by.
Where would you go if you took a longer trip?
I remember meeting my husband, who is from Australia, and telling him how I had taken trips to Europe and would love to show him France one day. The first time I told him that he gaped at me. He'd never considered going to Europe. From California, Europe is exotic and faraway; from the East coast it's exotic but just a bit of a hop. From Australia, Europe is on the opposite side of everything.
You'll enjoy this one: he asked me, "Have you ever been overseas to Mexico?"
I said, "I've been to Mexico, but it didn't involve going over any seas." Of course, that was when I realized that if you live in Australia, everywhere that's not Australia is "overseas"!
People from Australia won't go to Hawaii on vacation; they'll go to Bali. It's closer, and I'd have to say it's roughly the equivalent expense in money and time as going from the continental US to Hawaii. People inside Europe travel between countries quite a bit. It's very common for people from France to visit Italy in August, for example.
What I'm trying to get at here is that for any given region, there will be travel zones (day travel, overnight travel, longer travel) and travel habits. The places we think of going have a lot to do with the place we are right now.
So what does travel mean in your world? How does faster-than-light spaceship drive change that equation? If you live in the medieval-tech world of Fandazia, what does it mean to leave your town? Where would you imagine going? The concept of travel, both of how much effort and money it takes, and of where one might go, depends a lot on the culture of the local area.
It's something to think about.
Where you want to go depends a lot on where you are.
Consider the places that your everyday routine takes you. Then think about whether there are tourist destinations nearby that you almost never go to. There are probably some. We live an hour from San Francisco and we almost never go there as tourists. We go when we're taking guests from out of town, and that's it, with very few exceptions. I used to live right by the beach (10 minute walk) and go maybe three or four times a year.
Where would you go if you had a day or two, maybe a weekend to travel? The radius will be bigger, and perhaps you can identify some weekend spots that are relatively close by.
Where would you go if you took a longer trip?
I remember meeting my husband, who is from Australia, and telling him how I had taken trips to Europe and would love to show him France one day. The first time I told him that he gaped at me. He'd never considered going to Europe. From California, Europe is exotic and faraway; from the East coast it's exotic but just a bit of a hop. From Australia, Europe is on the opposite side of everything.
You'll enjoy this one: he asked me, "Have you ever been overseas to Mexico?"
I said, "I've been to Mexico, but it didn't involve going over any seas." Of course, that was when I realized that if you live in Australia, everywhere that's not Australia is "overseas"!
People from Australia won't go to Hawaii on vacation; they'll go to Bali. It's closer, and I'd have to say it's roughly the equivalent expense in money and time as going from the continental US to Hawaii. People inside Europe travel between countries quite a bit. It's very common for people from France to visit Italy in August, for example.
What I'm trying to get at here is that for any given region, there will be travel zones (day travel, overnight travel, longer travel) and travel habits. The places we think of going have a lot to do with the place we are right now.
So what does travel mean in your world? How does faster-than-light spaceship drive change that equation? If you live in the medieval-tech world of Fandazia, what does it mean to leave your town? Where would you imagine going? The concept of travel, both of how much effort and money it takes, and of where one might go, depends a lot on the culture of the local area.
It's something to think about.
Thursday, June 3, 2010
Whether by telephone or text message, communication is learned
I came across this link today thanks to my friend Andrew Sullivan. In it, a college student expresses how she feels awkward speaking on the phone and thus prefers texting. The comments and quotes around it express how this phenomenon is a sign of our times, etc. - and it is, but I have to think that the true sign of our times isn't the phenomenon itself, only the form of its expression.
Communication is learned. Ever since humans started this whole language thing, it has been a learned behavior. It doesn't matter whether you believe in Universal Grammar or not (which I really don't; see my recent post) - the specific form a language takes, and the way it associates sounds (or gestures!) with meaning and action and social forms is learned. Not only that, but not every person learns it to the same degree, even among native speakers. There have always been those people who have more difficulty with language, and with specific forms of its use.
When I was doing my Masters in Linguistics, I did a small study about how children learned to talk on the telephone. This involved doing some recordings of friends' children (at the time I had none of my own) and taking a look at the patterns of their speech. It quickly became clear to me that telephone talk is managed differently from face-to-face talk, and while the ability to speak well face to face will correlate with better telephone talk, the two are not the same. Children will develop their telephone talk at a similar rate to their regular talk, but appear to be delayed in it because of the increased demands of the telephone as a means of communication. Over the telephone, you have to adjust for the fact that even though you can see everything in front of you, the person you're talking to cannot. This is actually quite a tricky basic concept, and because children learn to speak on the phone very early, you can actually watch them trying to learn it.
Letter writing involves a lack of context, and people have studied to learn how to do that for a very long time (at a later age than they would learn speaking on the telephone, because they need to know how to write). If you compare letter writing to texting, the desire to compress the length of a text message operates against any need for eloquence that might be cultivated in the longer, letter form. Yes, in texting there is the assumption of lack of visual context, but this assumption is precisely the same one that exists for letter writing and for other writing contexts such as writing for a homework assignment. Texting may appear to be easier to learn simply because by the time we're doing it, some of its base assumptions have already been learned and are well established.
Both face to face communication and telephone communication involve a very fast real-time response, while texting and letter writing do not. When people don't feel comfortable with these speed demands, and the risks that accompany an instant response to something that might be misunderstood, they'll typically choose the written format of communication. In this context, Twitter would more closely resemble texting, while instant messaging would fall somewhere in between the telephone and the text message.
Overall, I think that we need to realize that we learn all these methods of communication through practice, and we need to cultivate those skills that will be needed for our success, both socially and in our work lives. As the medium of communication changes, we adjust our behavior and learn what's next - but the underlying principles don't change as much as we might think.
Communication is learned. Ever since humans started this whole language thing, it has been a learned behavior. It doesn't matter whether you believe in Universal Grammar or not (which I really don't; see my recent post) - the specific form a language takes, and the way it associates sounds (or gestures!) with meaning and action and social forms is learned. Not only that, but not every person learns it to the same degree, even among native speakers. There have always been those people who have more difficulty with language, and with specific forms of its use.
When I was doing my Masters in Linguistics, I did a small study about how children learned to talk on the telephone. This involved doing some recordings of friends' children (at the time I had none of my own) and taking a look at the patterns of their speech. It quickly became clear to me that telephone talk is managed differently from face-to-face talk, and while the ability to speak well face to face will correlate with better telephone talk, the two are not the same. Children will develop their telephone talk at a similar rate to their regular talk, but appear to be delayed in it because of the increased demands of the telephone as a means of communication. Over the telephone, you have to adjust for the fact that even though you can see everything in front of you, the person you're talking to cannot. This is actually quite a tricky basic concept, and because children learn to speak on the phone very early, you can actually watch them trying to learn it.
Letter writing involves a lack of context, and people have studied to learn how to do that for a very long time (at a later age than they would learn speaking on the telephone, because they need to know how to write). If you compare letter writing to texting, the desire to compress the length of a text message operates against any need for eloquence that might be cultivated in the longer, letter form. Yes, in texting there is the assumption of lack of visual context, but this assumption is precisely the same one that exists for letter writing and for other writing contexts such as writing for a homework assignment. Texting may appear to be easier to learn simply because by the time we're doing it, some of its base assumptions have already been learned and are well established.
Both face to face communication and telephone communication involve a very fast real-time response, while texting and letter writing do not. When people don't feel comfortable with these speed demands, and the risks that accompany an instant response to something that might be misunderstood, they'll typically choose the written format of communication. In this context, Twitter would more closely resemble texting, while instant messaging would fall somewhere in between the telephone and the text message.
Overall, I think that we need to realize that we learn all these methods of communication through practice, and we need to cultivate those skills that will be needed for our success, both socially and in our work lives. As the medium of communication changes, we adjust our behavior and learn what's next - but the underlying principles don't change as much as we might think.
Thursday, January 28, 2010
Adapting to Technology
I had to do this post, after all the brou-ha-ha over Apple's new iPad product...
I think recent developments in technology have been rather interesting, particularly as they demonstrate human adaptability. First off, I have to notice that there isn't much attempt to get a computer to read your handwriting any more. They had a couple of products, years ago now, that would try to read what you wrote on a pad with a stylus; these were generally not very successful. Much more successful was the Palm Pilot. Why? Because instead of adapting the computer to your handwriting, it had you adapt your handwriting to the computer. For a while I used it, using the fixed shorthand that the Palm had designed for its interface. It worked - wasn't as quick as I might have liked, but it was a workable interface.
I remember people telling me it was only a matter of time before they figured out how to do the handwriting thing. And I remember telling those people that people were a lot more adaptable than computers, and that in all probability the problem would never be solved.
I don't think I was exactly wrong. I'm not seeing handwriting recognition these days - we've moved onto something completely different. Now we have touch screens.
I hear a lot about how "natural" touch screens are. I suppose they are. I can't argue with the fact that it's a lot less hassle to use your fingers directly on the screen than to try to pull out a stylus and use it without dropping it or having it be too small to write with comfortably. In a way, the hand is the original communicator, prior even to the stylus or pencil or pen. And we're adapting again, because after all, it's much easier to adapt to the needs of the computer than it is for the computer to adapt to you. People aren't writing by hand much any more. Keyboards are what it's all about, and those keyboards are available inside the fancy touch screens, too. I'm guessing also that people aren't learning to type much any more - in part because typing (by that I mean touch typing) was a skill usually taught to older people. I remember you had to be twelve years old to get into the typing class I took (I was twelve). These days my kids, 7 and 4 and a half, are using the keyboard already, and I'm going to have to teach them to touch type myself if I don't want them to create their own technique from scratch.
It's curious. Technology allows us to do a lot of things we want to do, and at the same time, it changes our behaviors. Sometimes this happens in ways we don't expect, and it's good to keep your eye out. I deliberately write certain things by hand because I hate to think I'd let my handwriting become a mess illegible by humans (much less by computers!). I will make an effort to teach my kids to type efficiently.
I want to tell you about a really fascinating example of people responding to technology in an unexpected and not very helpful way. I heard this one from my friend Dave Malinowski, who posts over at the UC Berkeley Found in Translation blog. A French language class had introduced video chat sessions with native speakers of French. Great news! Now, in addition to the teacher and their fellow students, students can speak to real live native French speakers. It was a great idea, except that the students set too much store by the fact that these were native speakers. They stopped wanting to speak to each other as much, maybe because they had the idea that the native French was better. Now they were cutting down on their total interaction in French.
I think this has some relevance to story writing, especially with science fiction that involves technology, but also with fantasy worlds that involve alternate technologies (even if they aren't "high-tech" ones). When you give a group of people a particular technology, try to think through how they will adapt to it, and how it will change their behavior either individually (as in the writing example) or socially (as in the French class example). When you're finished, the result will probably be a world that feels more whole.
I think recent developments in technology have been rather interesting, particularly as they demonstrate human adaptability. First off, I have to notice that there isn't much attempt to get a computer to read your handwriting any more. They had a couple of products, years ago now, that would try to read what you wrote on a pad with a stylus; these were generally not very successful. Much more successful was the Palm Pilot. Why? Because instead of adapting the computer to your handwriting, it had you adapt your handwriting to the computer. For a while I used it, using the fixed shorthand that the Palm had designed for its interface. It worked - wasn't as quick as I might have liked, but it was a workable interface.
I remember people telling me it was only a matter of time before they figured out how to do the handwriting thing. And I remember telling those people that people were a lot more adaptable than computers, and that in all probability the problem would never be solved.
I don't think I was exactly wrong. I'm not seeing handwriting recognition these days - we've moved onto something completely different. Now we have touch screens.
I hear a lot about how "natural" touch screens are. I suppose they are. I can't argue with the fact that it's a lot less hassle to use your fingers directly on the screen than to try to pull out a stylus and use it without dropping it or having it be too small to write with comfortably. In a way, the hand is the original communicator, prior even to the stylus or pencil or pen. And we're adapting again, because after all, it's much easier to adapt to the needs of the computer than it is for the computer to adapt to you. People aren't writing by hand much any more. Keyboards are what it's all about, and those keyboards are available inside the fancy touch screens, too. I'm guessing also that people aren't learning to type much any more - in part because typing (by that I mean touch typing) was a skill usually taught to older people. I remember you had to be twelve years old to get into the typing class I took (I was twelve). These days my kids, 7 and 4 and a half, are using the keyboard already, and I'm going to have to teach them to touch type myself if I don't want them to create their own technique from scratch.
It's curious. Technology allows us to do a lot of things we want to do, and at the same time, it changes our behaviors. Sometimes this happens in ways we don't expect, and it's good to keep your eye out. I deliberately write certain things by hand because I hate to think I'd let my handwriting become a mess illegible by humans (much less by computers!). I will make an effort to teach my kids to type efficiently.
I want to tell you about a really fascinating example of people responding to technology in an unexpected and not very helpful way. I heard this one from my friend Dave Malinowski, who posts over at the UC Berkeley Found in Translation blog. A French language class had introduced video chat sessions with native speakers of French. Great news! Now, in addition to the teacher and their fellow students, students can speak to real live native French speakers. It was a great idea, except that the students set too much store by the fact that these were native speakers. They stopped wanting to speak to each other as much, maybe because they had the idea that the native French was better. Now they were cutting down on their total interaction in French.
I think this has some relevance to story writing, especially with science fiction that involves technology, but also with fantasy worlds that involve alternate technologies (even if they aren't "high-tech" ones). When you give a group of people a particular technology, try to think through how they will adapt to it, and how it will change their behavior either individually (as in the writing example) or socially (as in the French class example). When you're finished, the result will probably be a world that feels more whole.
Friday, April 3, 2009
Declines in Technology
Worlds full of high technology are nearly ubiquitous in science fiction - but in a few cases, authors choose to focus on worlds and people where technology is in decline. I find the question of decline in technology fascinating, and in fact my Varin world is in a state of technological decline. So I thought I'd share a few of my thoughts on the subject.
How do declines and losses occur? There are, I suppose, lots of possible ways for this to happen.
The one that leaps immediately to mind is some kind of large-scale natural disaster - but for this to affect an entire technologically rich society, it has to be on an extremely large scale. The book Life as We Knew It by Susan Beth Pfeffer is an example: a meteor hits the moon and changes its orbit, and civilization basically comes to an end.
Another immediate thought is that of the Luddite rebellion - somehow a group of people comes to power and tries systematically to eliminate advanced technology. It strikes me that they have to have sophisticated enough technology to enforce their aims, but it doesn't take many guns to make a lot of people change their behavior. They might end up scuttling their society more than they'd hoped by cutting off the means of production for modern luxuries.
Both of those are sudden and extreme. What about just plain decadence? Could that alone lead to a decline in technology?
Well, sure. Particularly in a society where resources are controlled by a relatively small group of people, any change that moved those resources away from the maintenance of technology could seriously slow things down. Over a prolonged period, that lack of resources could mean fewer people properly educated to maintain advanced technologies, and the techniques for developing materials or designing technological marvels would slowly die off along with the population that had the required specialized knowledge. Lack of money, or excessive control over, critical substances for research, design and manufacturing could also have a depressive effect.
There are other losses of technology that we don't usually think of as "losses." Take for example the decline of the vinyl record, or the fact that modern firearms have replaced the blunderbuss. While "progress" continues, the older technologies fade and sometimes die. Most people I know have moved away from the expensive but extremely reliable land-line phone services. Many people don't have home telephones at all, but use their cell phones exclusively. The rotary phone has been supplanted, but it won't be the last to go.
In a place where the technology has been continuously developed, generally speaking signs of the old infrastructure will remain. But some countries might come late to technological developments, and so leap straight to the use of cell phones, for example. Why should they then go to the trouble of laying all the land lines in the first place? They shouldn't, of course, because it would be economically impractical.
This leads me to speculate about a different kind of technological decline, which I call technology losing its roots. What if a highly advanced technology - for example in communications, transportation, or medicine - had already supplanted an earlier technology used for the same purpose, to the extent that the old infrastructure had largely broken down, or the old supplies thrown out or recycled. What would then happen if something (information virus, fuel exhaustion, contamination) made the new technology fail? Suddenly the society would find itself having to fall back on a failing system, and wind up doubling its decline, or finding itself helpless, because neither the advanced system nor its immediate predecessor would work properly.
I've talked before about technology sets, i.e. technologies that seem to go together. Both advances and declines can affect a society unevenly depending on its technological needs, thus defeating the typical Earth sets. In my Varin world I use a combination of decadence and loss of roots as the basis of a society in which building intercoms function, but messages between buildings are typically sent by human messenger, and messages between cities are transmitted by radiography.
It's something to think about.
How do declines and losses occur? There are, I suppose, lots of possible ways for this to happen.
The one that leaps immediately to mind is some kind of large-scale natural disaster - but for this to affect an entire technologically rich society, it has to be on an extremely large scale. The book Life as We Knew It by Susan Beth Pfeffer is an example: a meteor hits the moon and changes its orbit, and civilization basically comes to an end.
Another immediate thought is that of the Luddite rebellion - somehow a group of people comes to power and tries systematically to eliminate advanced technology. It strikes me that they have to have sophisticated enough technology to enforce their aims, but it doesn't take many guns to make a lot of people change their behavior. They might end up scuttling their society more than they'd hoped by cutting off the means of production for modern luxuries.
Both of those are sudden and extreme. What about just plain decadence? Could that alone lead to a decline in technology?
Well, sure. Particularly in a society where resources are controlled by a relatively small group of people, any change that moved those resources away from the maintenance of technology could seriously slow things down. Over a prolonged period, that lack of resources could mean fewer people properly educated to maintain advanced technologies, and the techniques for developing materials or designing technological marvels would slowly die off along with the population that had the required specialized knowledge. Lack of money, or excessive control over, critical substances for research, design and manufacturing could also have a depressive effect.
There are other losses of technology that we don't usually think of as "losses." Take for example the decline of the vinyl record, or the fact that modern firearms have replaced the blunderbuss. While "progress" continues, the older technologies fade and sometimes die. Most people I know have moved away from the expensive but extremely reliable land-line phone services. Many people don't have home telephones at all, but use their cell phones exclusively. The rotary phone has been supplanted, but it won't be the last to go.
In a place where the technology has been continuously developed, generally speaking signs of the old infrastructure will remain. But some countries might come late to technological developments, and so leap straight to the use of cell phones, for example. Why should they then go to the trouble of laying all the land lines in the first place? They shouldn't, of course, because it would be economically impractical.
This leads me to speculate about a different kind of technological decline, which I call technology losing its roots. What if a highly advanced technology - for example in communications, transportation, or medicine - had already supplanted an earlier technology used for the same purpose, to the extent that the old infrastructure had largely broken down, or the old supplies thrown out or recycled. What would then happen if something (information virus, fuel exhaustion, contamination) made the new technology fail? Suddenly the society would find itself having to fall back on a failing system, and wind up doubling its decline, or finding itself helpless, because neither the advanced system nor its immediate predecessor would work properly.
I've talked before about technology sets, i.e. technologies that seem to go together. Both advances and declines can affect a society unevenly depending on its technological needs, thus defeating the typical Earth sets. In my Varin world I use a combination of decadence and loss of roots as the basis of a society in which building intercoms function, but messages between buildings are typically sent by human messenger, and messages between cities are transmitted by radiography.
It's something to think about.
Monday, December 8, 2008
Sets Engaged, Questions in Focus
I've got five very interesting pieces in front of me, and since I'm waiting to hear back from the writers about sharing their work, I'm going to start by talking about initial impressions and the expectations that are set up for me in each piece.
From K Richardson we have a high-technology world with shielded vehicles and telephones (ComBuds), microphones and surveillance. It's not earth, though, because it everyone is expected to be psychic and have "linked affect." My sense is that the two are not linked in this universe at all (tell me if I'm wrong!), and that familiar technologies on this world are not related in any way to their analogues on our own world. I'm seeing politics, with the Presidi; I'm seeing higher power, with the Collective. I'm seeing something like police, with the Corpa. As yet these terms are used unquestioningly, as terms known to the protagonist, Lison. This is consistent with an insider point of view, but I would expect to learn more going onward. I'm curious, though, as to what the structure of dwellings is - this will tell me some things about how people organize themselves and what expectations of privacy are. In a world of psychics, this seems highly relevant.
From Ryan Anderson we have a lower-technology world, where goods are carried up mountains on llama-back, and people travel on foot or on large birds called pharu. The presence of the pharu points me toward identifying this as a fantasy world (tell me if I'm wrong!). The protagonist, Curo, appears to be heading into a political plot with the Choque, who may be invaders or may simply have annexed Curo's native territory. We have terrace agriculture carried out by peasants, and the Emperor's tower, so a good view of the social structure in the infrastructure. Another view out to the Flatlands is less clear in its significance. I'm curious as to what Curo's social position is precisely, and what exactly his goals are relative to the Emperor. The names and places suggest an Andes-analogue location. As yet I see no indication of belief in a greater power. I'm curious about about what the people are wearing, which might show climate and also hint their social status.
From Bill Moonroe we have an earth future, as indicated clearly in the first paragraph with a reference to Armstrong's "one giant leap for mankind." This has some advantages, as the technology set is generally well-known. Elements of this technology can be anticipated, and they're also expected to have advanced - so we see images on the face-plates of the space suits that can fade in and out, and suits that are light enough to accentuate a woman's figure. These particular people are landing oan Mars. There is much reference to light gravity and to red dust. The characters refer to the Second Space Age, and to someone called Squyreston, who perhaps has been there before and less successfully. The protagonist, Perry, tries to protect his female colleague from falling but doesn't want to offend her dignity. I'm curious as to what happened in the First Space Age and how that might resonate in the goals of this crew; also as to how much time has passed, and how that might have affected gender relationships like those demonstrated by Perry.
From Kerry Thompson we have a world with islands and travel by ship, clearly indicated by the word "astern" in the first sentence. I conclude that it is a fantasy world based on the combination of unfamiliar place names like "Falibar" and "Splangliborn" co-occurring with very English-sounding personal names like "Morrow," "Shepherd," and "Miss Emma." I'm assuming this juxtaposition is intentional (tell me if I'm wrong!). This appears to be an English, possibly Victorian, cultural set which brings an array of expectations with it for behavior, belief systems, etc. although divorced from the typical geographical considerations. I'm curious where the story starts, because it was hard for me to tease apart the shipboard location and the grain-merchant's office location (a switch indicated only by tense change with "had" instead of plain past tense). I'm also curious about Shepherd's background. He could always have worked as a sailor and that may have influenced his worldview; or it could be that everyone in this world sails from an early age and so he has an entirely different source of income and a much easier life story. There's little indication here of politics on a larger scale, though some is hinted in the tension between the sailor and the grain merchant.
Finally from David Marshall we have a non-human protagonist with a head and shoulders but "anemone gills" and "hearts," who lives in a watery place where a veil lies between her home in the Great Reef and a place called the "Lesser Void." This one comes with an submarine climate set, implying certain types of ocean inhabitants - these include "bloodrays," "kraken," and "sandlurkers." I'm curious about the general physiology of the arcati race, particularly in the tail end. Coughing implies lungs, and I'm not sure whether she has both lungs and gills or not. There's a belief system here, in the form of a tentacled Eater of all Life who eats the Sun every night. I'm curious whether this entity is merely legendary or at least partly real; this could be an issue in the story. I'm also curious about the nature of the veil and the precise relationship between the livable water world, the veil, the Lesser Void, and the sun. I'm also curious about why our protagonist would be interested in peeking into the unlivable water on the other side of the veil.
I'm enjoying all of these, and we've got some great stuff to work with and explore. Again, please ping me to tell me "okay" or "not okay" on posting the content of your piece (I'd probably do it in the comments area). These are my first impressions; feel free to comment or ask me any questions you have about what I've said here. Seeing these has got me thinking about knowledge sets: above we've already got some climate sets, technology sets, and cultural sets.
More soon...
From K Richardson we have a high-technology world with shielded vehicles and telephones (ComBuds), microphones and surveillance. It's not earth, though, because it everyone is expected to be psychic and have "linked affect." My sense is that the two are not linked in this universe at all (tell me if I'm wrong!), and that familiar technologies on this world are not related in any way to their analogues on our own world. I'm seeing politics, with the Presidi; I'm seeing higher power, with the Collective. I'm seeing something like police, with the Corpa. As yet these terms are used unquestioningly, as terms known to the protagonist, Lison. This is consistent with an insider point of view, but I would expect to learn more going onward. I'm curious, though, as to what the structure of dwellings is - this will tell me some things about how people organize themselves and what expectations of privacy are. In a world of psychics, this seems highly relevant.
From Ryan Anderson we have a lower-technology world, where goods are carried up mountains on llama-back, and people travel on foot or on large birds called pharu. The presence of the pharu points me toward identifying this as a fantasy world (tell me if I'm wrong!). The protagonist, Curo, appears to be heading into a political plot with the Choque, who may be invaders or may simply have annexed Curo's native territory. We have terrace agriculture carried out by peasants, and the Emperor's tower, so a good view of the social structure in the infrastructure. Another view out to the Flatlands is less clear in its significance. I'm curious as to what Curo's social position is precisely, and what exactly his goals are relative to the Emperor. The names and places suggest an Andes-analogue location. As yet I see no indication of belief in a greater power. I'm curious about about what the people are wearing, which might show climate and also hint their social status.
From Bill Moonroe we have an earth future, as indicated clearly in the first paragraph with a reference to Armstrong's "one giant leap for mankind." This has some advantages, as the technology set is generally well-known. Elements of this technology can be anticipated, and they're also expected to have advanced - so we see images on the face-plates of the space suits that can fade in and out, and suits that are light enough to accentuate a woman's figure. These particular people are landing oan Mars. There is much reference to light gravity and to red dust. The characters refer to the Second Space Age, and to someone called Squyreston, who perhaps has been there before and less successfully. The protagonist, Perry, tries to protect his female colleague from falling but doesn't want to offend her dignity. I'm curious as to what happened in the First Space Age and how that might resonate in the goals of this crew; also as to how much time has passed, and how that might have affected gender relationships like those demonstrated by Perry.
From Kerry Thompson we have a world with islands and travel by ship, clearly indicated by the word "astern" in the first sentence. I conclude that it is a fantasy world based on the combination of unfamiliar place names like "Falibar" and "Splangliborn" co-occurring with very English-sounding personal names like "Morrow," "Shepherd," and "Miss Emma." I'm assuming this juxtaposition is intentional (tell me if I'm wrong!). This appears to be an English, possibly Victorian, cultural set which brings an array of expectations with it for behavior, belief systems, etc. although divorced from the typical geographical considerations. I'm curious where the story starts, because it was hard for me to tease apart the shipboard location and the grain-merchant's office location (a switch indicated only by tense change with "had" instead of plain past tense). I'm also curious about Shepherd's background. He could always have worked as a sailor and that may have influenced his worldview; or it could be that everyone in this world sails from an early age and so he has an entirely different source of income and a much easier life story. There's little indication here of politics on a larger scale, though some is hinted in the tension between the sailor and the grain merchant.
Finally from David Marshall we have a non-human protagonist with a head and shoulders but "anemone gills" and "hearts," who lives in a watery place where a veil lies between her home in the Great Reef and a place called the "Lesser Void." This one comes with an submarine climate set, implying certain types of ocean inhabitants - these include "bloodrays," "kraken," and "sandlurkers." I'm curious about the general physiology of the arcati race, particularly in the tail end. Coughing implies lungs, and I'm not sure whether she has both lungs and gills or not. There's a belief system here, in the form of a tentacled Eater of all Life who eats the Sun every night. I'm curious whether this entity is merely legendary or at least partly real; this could be an issue in the story. I'm also curious about the nature of the veil and the precise relationship between the livable water world, the veil, the Lesser Void, and the sun. I'm also curious about why our protagonist would be interested in peeking into the unlivable water on the other side of the veil.
I'm enjoying all of these, and we've got some great stuff to work with and explore. Again, please ping me to tell me "okay" or "not okay" on posting the content of your piece (I'd probably do it in the comments area). These are my first impressions; feel free to comment or ask me any questions you have about what I've said here. Seeing these has got me thinking about knowledge sets: above we've already got some climate sets, technology sets, and cultural sets.
More soon...
Thursday, October 16, 2008
Pick your species/Pick your tech?
This is such a common thing that I don't think I really have to point it out to anyone, but here it is, a phenomenon common to both science fiction and fantasy to varying degrees:
People pick established species on which to base their alien races, and established time periods on which to base their technology.
There are a lot of great reasons to do this. One excellent reason is an idea I talked about earlier, that of the conceptual "set." If you pick a preexisting set of characteristics for an alien and its technology, one that people are familiar with, then readers will not have to work as hard and they can use their instinctive expectations to guide them in understanding the story. A related reason is that the alien and its behavior will seem more "natural" if you match behavior to species and physiology and extrapolate it into the realm of culture.
On the other hand, as a writer you don't have to feel bound by these constraints. Not necessarily.
Sure, if you're pulling features of physiology, behavior, culture and technology from all over the place, it'll feel like a hodgepodge and not make any sense. That's not what I'm suggesting. I'm just saying that there are novel combinations of elements that can be used with internal consistency.
How do you go looking for a new way? I'd suggest starting with the understanding that physical setting influences physiology, and also influences culture, which also influences technology. As long as it's all connected, you can play around. Changing one aspect of physical setting will create ripples throughout the system. Changing an aspect of technology can be linked back to cultural preferences.
Let the elements of the world grow together organically and they can change each other. Let there be a reason for every departure from the set, and you may find your readers will trust you all the way.
People pick established species on which to base their alien races, and established time periods on which to base their technology.
There are a lot of great reasons to do this. One excellent reason is an idea I talked about earlier, that of the conceptual "set." If you pick a preexisting set of characteristics for an alien and its technology, one that people are familiar with, then readers will not have to work as hard and they can use their instinctive expectations to guide them in understanding the story. A related reason is that the alien and its behavior will seem more "natural" if you match behavior to species and physiology and extrapolate it into the realm of culture.
On the other hand, as a writer you don't have to feel bound by these constraints. Not necessarily.
Sure, if you're pulling features of physiology, behavior, culture and technology from all over the place, it'll feel like a hodgepodge and not make any sense. That's not what I'm suggesting. I'm just saying that there are novel combinations of elements that can be used with internal consistency.
How do you go looking for a new way? I'd suggest starting with the understanding that physical setting influences physiology, and also influences culture, which also influences technology. As long as it's all connected, you can play around. Changing one aspect of physical setting will create ripples throughout the system. Changing an aspect of technology can be linked back to cultural preferences.
Let the elements of the world grow together organically and they can change each other. Let there be a reason for every departure from the set, and you may find your readers will trust you all the way.
Wednesday, September 3, 2008
Diseases, and the lack thereof
People don't tend to get colds a lot in SF/F. Unless you count that story of the man waking up in a future that has eliminated all disease, only to be euthanized when he says he has a cold. (It's been so long since I read it that I can't remember the author. Help me out, anyone?)
Probably colds seldom appear because the turning point of a plot doesn't tend to rest on whether Captain Whoever has the sniffles at the time. Most often in my reading I see plagues - serious ones - like the one in Anne McCaffrey's Moreta where the entire Pernese population comes under threat. Now that's a disease worthy of attention in a story!
This is not a bad thing. I've only read one series where people got colds, and were hurt every time they were hit by a rock or had a bad fall, a serious battle, etc. By the time I was 100 pages in it was so appalling that I was ready to laugh (or put the book down).
On the other hand, I do get concerned when I see people portrayed in abject poverty, having no visible means of health care or benefits of plumbing in their lives of squalor, yet who seem to have no illnesses. Parasites, anyone? Fevers, or malnutrition? And if not, why not?
I've actually spent a good deal of time agonizing over whether the poor in my Varin world should have good teeth. Cosmetic dentistry? Absolutely not. Orthodontia? Another no. But what about cavities and decay? Varin isn't a possible future earth, so tooth decay isn't exactly required. On the other hand, I don't think of Varin as a fantasy world, where it would be somewhat easier to imagine that mouth bacteria don't exist. And if it's science fiction, well... The jury's still out, but my current thought is that their technological level is high enough - the repressive government has probably fluoridated the water. Plausible, yet unobtrusive. With a high enough level of general societal technology, it's not too far out to imagine their medical profession is up to the task of getting that done.
As far as medical technology goes, there is a lot of room for flexibility. For low technology, you can look at the history of medicine in our world and vary it according to your needs. For high technology, you can extrapolate, which is always fun. Personalized medicine based on DNA is something people are already aiming at now, so I like to think it would be possible in the future.
Then there's medical culture. Who is the doctor? Is his or her role spiritual, scientific, both, neither? What of bedside manners? Is the doctor or the patient considered to know more about the nature of the complaint?
The last thing I want to mention is something I've been working with in a recent novel revision: How do you portray a population with weak immune systems, high incidence of mental illness, and high rate of infant mortality if none of your protagonists are currently sick? Yes, of course you can always say, "this population is inbred and has weak immune systems etc., etc." ...
How to describe the feeling I get from an explanation like that? Clunky, I could say. Or I could brandish my "show not tell" sword. But I think the best word for me is "external," or perhaps "distant." The explanation is something the author knows, but people living inside such a society would probably not be inclined to step back and talk about themselves that way (unless they were doctors making reports to the government, or something).
So instead I try to create a culture of health in the group I'm working with. I have them place labels on the sufferers - people "closeted" with deformities or chronic illness, or spoken of in whispers as "weak in the head." I make an increase in birth rate and infant health the stuff of public propaganda announcements. And I lace every slightest sign of ill health with a sense of fear in those who witness it. I have people make defensive statements about illness, always knowing internally that the diseases that cause minor affliction in others would likely kill them.
This actually forms a nice lead into my next topic, "worldbuilding in foreground vs. background." It's essentially "show not tell" - but I'm hoping to make it somewhat easier to think through, and to implement...
Upcoming posts at TTYU: worldbuilding in foreground vs. background; metaphor
Probably colds seldom appear because the turning point of a plot doesn't tend to rest on whether Captain Whoever has the sniffles at the time. Most often in my reading I see plagues - serious ones - like the one in Anne McCaffrey's Moreta where the entire Pernese population comes under threat. Now that's a disease worthy of attention in a story!
This is not a bad thing. I've only read one series where people got colds, and were hurt every time they were hit by a rock or had a bad fall, a serious battle, etc. By the time I was 100 pages in it was so appalling that I was ready to laugh (or put the book down).
On the other hand, I do get concerned when I see people portrayed in abject poverty, having no visible means of health care or benefits of plumbing in their lives of squalor, yet who seem to have no illnesses. Parasites, anyone? Fevers, or malnutrition? And if not, why not?
I've actually spent a good deal of time agonizing over whether the poor in my Varin world should have good teeth. Cosmetic dentistry? Absolutely not. Orthodontia? Another no. But what about cavities and decay? Varin isn't a possible future earth, so tooth decay isn't exactly required. On the other hand, I don't think of Varin as a fantasy world, where it would be somewhat easier to imagine that mouth bacteria don't exist. And if it's science fiction, well... The jury's still out, but my current thought is that their technological level is high enough - the repressive government has probably fluoridated the water. Plausible, yet unobtrusive. With a high enough level of general societal technology, it's not too far out to imagine their medical profession is up to the task of getting that done.
As far as medical technology goes, there is a lot of room for flexibility. For low technology, you can look at the history of medicine in our world and vary it according to your needs. For high technology, you can extrapolate, which is always fun. Personalized medicine based on DNA is something people are already aiming at now, so I like to think it would be possible in the future.
Then there's medical culture. Who is the doctor? Is his or her role spiritual, scientific, both, neither? What of bedside manners? Is the doctor or the patient considered to know more about the nature of the complaint?
The last thing I want to mention is something I've been working with in a recent novel revision: How do you portray a population with weak immune systems, high incidence of mental illness, and high rate of infant mortality if none of your protagonists are currently sick? Yes, of course you can always say, "this population is inbred and has weak immune systems etc., etc." ...
How to describe the feeling I get from an explanation like that? Clunky, I could say. Or I could brandish my "show not tell" sword. But I think the best word for me is "external," or perhaps "distant." The explanation is something the author knows, but people living inside such a society would probably not be inclined to step back and talk about themselves that way (unless they were doctors making reports to the government, or something).
So instead I try to create a culture of health in the group I'm working with. I have them place labels on the sufferers - people "closeted" with deformities or chronic illness, or spoken of in whispers as "weak in the head." I make an increase in birth rate and infant health the stuff of public propaganda announcements. And I lace every slightest sign of ill health with a sense of fear in those who witness it. I have people make defensive statements about illness, always knowing internally that the diseases that cause minor affliction in others would likely kill them.
This actually forms a nice lead into my next topic, "worldbuilding in foreground vs. background." It's essentially "show not tell" - but I'm hoping to make it somewhat easier to think through, and to implement...
Upcoming posts at TTYU: worldbuilding in foreground vs. background; metaphor
Saturday, August 23, 2008
A taste of taboo
I think of taboos generally as zones of discomfort. There are lots of them, and they vary depending on the culture. I mentioned them in my earlier post on humor, because a lot of humor centers around taboo borderlines of various kinds, including (but certainly not restricted to) body parts, bodily functions, illness and death, race, religion - the list goes on and on. I think the movie that was the most bipolar ever for me was Monty Python's The Meaning of Life, exactly because it took aim at so many body taboo borderlines. Thus, when I liked the jokes, I loved them - and when I didn't love them, I was appalled by them (stomach upset has never been something funny for me!).
Monty Python's parrot sketch played with death, but managed to avoid any of the gross-out aspects of the topic and instead played with euphemisms. I love euphemisms, so I guess it's no surprise that the line "If he hadn't been nailed to the perch he would be pushing up the daisies!" had me incapacitated with giggles. People think of lots of ways to talk around taboo subjects, and as time passes, they continue to have to find more, because the association of any given euphemism with a taboo topic effectively contaminates it over time. Think of the number of different names that have been given to toilets and the rooms in which they reside. Or think of the number of different names that have been given to former slave and immigrant peoples of the USA, which have then been tossed out and replaced with others as they were judged too derogatory.
When I was living in Japan with my husband a movie came out that portrayed the final days of someone with a terminal condition. The odd thing about this movie for us was that it was a comedy, and one of the main jokes was the fact that the guy was dying and his family couldn't tell him. I'll admit I was a little shocked by this. However, when we asked our friends we learned that in Japan, doctors will not tell patients that they are dying because it would be too upsetting; instead they tell the family so that they will be able to prepare. This is something that makes my gut go "no!" but from an anthropological point of view I can see how it would make sense culturally.
Taboos can result in a lot of cultural self-restriction. The area of technology leaps to mind, where the ethics of cloning and stem cell research play such a large role in determining where money goes, and thus where the technology goes next. Religious restrictions can have a deep influence in many areas of a culture - in Islamic art, for example, where the depiction of living beings (particularly humans) has been historically discouraged as blasphemous.
Taboo is rich territory for world and culture building. The planet of Garini in my story "Let the Word Take Me" had a religious taboo on the use of language. Many religions restrict the utterance of particular phrases or names, but in the Garini case the taboo applied to any free use of the language. Check out the July/August 2008 Analog magazine if you want to see how it worked; I don't want to give too many spoilers here. Frank Herbert (Dune) does a brilliant job of culture building with Arrakis and the treatment of water there, building in taboos on wastage that are treated with respect or disrespect by different power groups. Ursula LeGuin does some fascinating work with taboo in The Left Hand of Darkness when she creates a race of ambi-gendered humans (no time here to explain the exact details; go read it if you haven't) and builds folktales for them which elaborate on the kinds of taboos they might have, including for example incest and childbearing.
I encourage writers to think about the taboos of the cultures they create, because this can be a great way to give a culture extra dimension, to link its social groups in principled ways and to make it feel grounded in a physical environment.
Monty Python's parrot sketch played with death, but managed to avoid any of the gross-out aspects of the topic and instead played with euphemisms. I love euphemisms, so I guess it's no surprise that the line "If he hadn't been nailed to the perch he would be pushing up the daisies!" had me incapacitated with giggles. People think of lots of ways to talk around taboo subjects, and as time passes, they continue to have to find more, because the association of any given euphemism with a taboo topic effectively contaminates it over time. Think of the number of different names that have been given to toilets and the rooms in which they reside. Or think of the number of different names that have been given to former slave and immigrant peoples of the USA, which have then been tossed out and replaced with others as they were judged too derogatory.
When I was living in Japan with my husband a movie came out that portrayed the final days of someone with a terminal condition. The odd thing about this movie for us was that it was a comedy, and one of the main jokes was the fact that the guy was dying and his family couldn't tell him. I'll admit I was a little shocked by this. However, when we asked our friends we learned that in Japan, doctors will not tell patients that they are dying because it would be too upsetting; instead they tell the family so that they will be able to prepare. This is something that makes my gut go "no!" but from an anthropological point of view I can see how it would make sense culturally.
Taboos can result in a lot of cultural self-restriction. The area of technology leaps to mind, where the ethics of cloning and stem cell research play such a large role in determining where money goes, and thus where the technology goes next. Religious restrictions can have a deep influence in many areas of a culture - in Islamic art, for example, where the depiction of living beings (particularly humans) has been historically discouraged as blasphemous.
Taboo is rich territory for world and culture building. The planet of Garini in my story "Let the Word Take Me" had a religious taboo on the use of language. Many religions restrict the utterance of particular phrases or names, but in the Garini case the taboo applied to any free use of the language. Check out the July/August 2008 Analog magazine if you want to see how it worked; I don't want to give too many spoilers here. Frank Herbert (Dune) does a brilliant job of culture building with Arrakis and the treatment of water there, building in taboos on wastage that are treated with respect or disrespect by different power groups. Ursula LeGuin does some fascinating work with taboo in The Left Hand of Darkness when she creates a race of ambi-gendered humans (no time here to explain the exact details; go read it if you haven't) and builds folktales for them which elaborate on the kinds of taboos they might have, including for example incest and childbearing.
I encourage writers to think about the taboos of the cultures they create, because this can be a great way to give a culture extra dimension, to link its social groups in principled ways and to make it feel grounded in a physical environment.
Friday, August 22, 2008
More about Technology
After my post yesterday about technology, fotsgreg and Bill Moonroe made some very interesting comments. Fotsgreg talked about how computers might develop in the future - and how their development might interact with human cultural development. Bill Moonroe mentioned how Hawaiians had developed quite deadly weapons made of wood and shark teeth when they had no metal of their own. These comments put me onto some other technology-related thoughts: specifically, the question of mature versus developing technologies, and the question of how cultures make use of existing technology and materials.
fotsgreg brought up the example of a plow to talk about mature technologies, the kind that have been developed to such an extent that their function can't be further enhanced. I agree with the plow example, inasmuch as the plowshare itself hasn't changed (though the vehicle propulsion connected to it has gone from horse to motor). The other example that leaps to my mind is eating utensils: knives and forks and spoons. We have shellfish forks and salad forks and dinner forks; forks made of wood, metal and plastic, but the basic shape of the fork hasn't changed in a long while. Similarly with knives and spoons - and with chopsticks. Again, lots of styles and materials, but the objects and their function are very mature.
That is a huge contrast with things like computers, for which the function keeps developing along with the form. Computers are a lot more complex than forks, of course. I'd say that makes complex things more likely to continue developing, because more different elements of them can be changed and improved. But with most technologies, there will come a point of slowdown in development - and probably, this point of slowdown will have a lot to do with people's perception of the role of that object in their lives. As fotsgreg mentioned, there's a point in the development of computers where it gets Frankensteinian, the interface of the computer with the organism/brain. Is this where the development stops? Maybe - but it depends on the resilience of the technology and its potential benefits, and how people perceive those in contrast to its ethical disadvantages.
In terms of worldbuilding, I think technology is a lot freer than people think. Take Bill Moonroe's example of the shark-tooth weapon, or the weapons of the Aztecs that my friend T.L. Morganfield uses in her work - wooden swords with cutting blades made of obsidian. Of course, if you are starting with technology as it exists today and extrapolating into the future, that does place some constraints on what you can do. On the other hand, even the technology that we use today is not fixed in its significance or its utility.
When I first visited Japan, I had the naive idea that Japanese technology involved lots of cool black boxes for audio and video - natural, I guess, since I'd seen a lot of such things that were made in Japan. But when I got there, it took me more than four months before I met anyone who had a sophisticated audio system. Technology in Japan has different areas of slow and fast advance because of the nature of the environment. Here are some examples.
1. Ovens
Very few people have ovens in Japan, because the cuisine there doesn't call for them. Only someone interested in making Western-style food would own an oven. My first host family didn't have one at all; my second family had one, but never used it. Ovens are also prohibitively big for most Japanese homes. When I lived in my own apartment I had an oven, but it was the smallest oven I had ever seen - you could just fit a whole chicken in it. A countertop toaster oven would be far more practical for most people.
2. Dishwashers
The lovely couple who lived upstairs from our apartment in Tokyo had a dishwasher. It sat on their countertop, and looked almost like a toaster oven, but larger - literally, the thing was just large enough in height and depth to hold a single large dinner plate. Theoretically, it could contain eight or twelve dinner plates in a row. You would of course have to run it for those and then for the glasses separately. And then the pots and anything else particularly large would be cleaned the normal way, in the sink.
3. Audio equipment
As I mentioned above, not everyone in Japan has audio equipment. The fact that I was surprised by this is probably a testament to my naivete more than anything else, because of course not everyone can afford an expensive sound system. On the other hand, Japan has a culture of frugality that might make people less likely to spend precious money (and space!!) in this area. I'd be interested to hear about sales of iPod-like technology there.
4. Mobile/Cell phones
When I was living in Japan in 2000-2001, already everyone had cell phones. They were unbelievably tiny, and you could type into them in Japanese characters by using combinations of keystrokes. (They called texters the "oyayubizoku" or "thumb tribe.") And you could use cell phones to go on the internet, at a cost of 3 yen per click. Super-advanced! Here in the US we're only seeing quite recently what I was seeing in Japan back then - because cell phones are extremely well-suited to the Japanese environment. High density living, no space for a large computer (home desktop computers are much less common there), and to top it all off, no street names! All of these factors combine to make internet-ready cell phones an ideal technology. Before we left, it was possible to take a cell phone, go onto the internet, and ask it to tell you the location of the nearest 7-11 convenience store, with directions on how to get there.
So, what about if you're worldbuilding? I guess my first thought would be as follows: when you pick technologies, make them fit together in an ecologically and culturally natural set - but don't get bogged down in the assumptions that are natural to our own ecology and culture. Considerations like space and money can make big changes in the use of an existing technology set, and some environments will encourage the fast development of specialized technologies, like the cell phone in Tokyo. Free your mind a little bit, just for fun, and play around with the basic parameters of the environment, asking yourself exactly how such considerations might influence the use of technology. Then you'll be in for a lot of fun.
fotsgreg brought up the example of a plow to talk about mature technologies, the kind that have been developed to such an extent that their function can't be further enhanced. I agree with the plow example, inasmuch as the plowshare itself hasn't changed (though the vehicle propulsion connected to it has gone from horse to motor). The other example that leaps to my mind is eating utensils: knives and forks and spoons. We have shellfish forks and salad forks and dinner forks; forks made of wood, metal and plastic, but the basic shape of the fork hasn't changed in a long while. Similarly with knives and spoons - and with chopsticks. Again, lots of styles and materials, but the objects and their function are very mature.
That is a huge contrast with things like computers, for which the function keeps developing along with the form. Computers are a lot more complex than forks, of course. I'd say that makes complex things more likely to continue developing, because more different elements of them can be changed and improved. But with most technologies, there will come a point of slowdown in development - and probably, this point of slowdown will have a lot to do with people's perception of the role of that object in their lives. As fotsgreg mentioned, there's a point in the development of computers where it gets Frankensteinian, the interface of the computer with the organism/brain. Is this where the development stops? Maybe - but it depends on the resilience of the technology and its potential benefits, and how people perceive those in contrast to its ethical disadvantages.
In terms of worldbuilding, I think technology is a lot freer than people think. Take Bill Moonroe's example of the shark-tooth weapon, or the weapons of the Aztecs that my friend T.L. Morganfield uses in her work - wooden swords with cutting blades made of obsidian. Of course, if you are starting with technology as it exists today and extrapolating into the future, that does place some constraints on what you can do. On the other hand, even the technology that we use today is not fixed in its significance or its utility.
When I first visited Japan, I had the naive idea that Japanese technology involved lots of cool black boxes for audio and video - natural, I guess, since I'd seen a lot of such things that were made in Japan. But when I got there, it took me more than four months before I met anyone who had a sophisticated audio system. Technology in Japan has different areas of slow and fast advance because of the nature of the environment. Here are some examples.
1. Ovens
Very few people have ovens in Japan, because the cuisine there doesn't call for them. Only someone interested in making Western-style food would own an oven. My first host family didn't have one at all; my second family had one, but never used it. Ovens are also prohibitively big for most Japanese homes. When I lived in my own apartment I had an oven, but it was the smallest oven I had ever seen - you could just fit a whole chicken in it. A countertop toaster oven would be far more practical for most people.
2. Dishwashers
The lovely couple who lived upstairs from our apartment in Tokyo had a dishwasher. It sat on their countertop, and looked almost like a toaster oven, but larger - literally, the thing was just large enough in height and depth to hold a single large dinner plate. Theoretically, it could contain eight or twelve dinner plates in a row. You would of course have to run it for those and then for the glasses separately. And then the pots and anything else particularly large would be cleaned the normal way, in the sink.
3. Audio equipment
As I mentioned above, not everyone in Japan has audio equipment. The fact that I was surprised by this is probably a testament to my naivete more than anything else, because of course not everyone can afford an expensive sound system. On the other hand, Japan has a culture of frugality that might make people less likely to spend precious money (and space!!) in this area. I'd be interested to hear about sales of iPod-like technology there.
4. Mobile/Cell phones
When I was living in Japan in 2000-2001, already everyone had cell phones. They were unbelievably tiny, and you could type into them in Japanese characters by using combinations of keystrokes. (They called texters the "oyayubizoku" or "thumb tribe.") And you could use cell phones to go on the internet, at a cost of 3 yen per click. Super-advanced! Here in the US we're only seeing quite recently what I was seeing in Japan back then - because cell phones are extremely well-suited to the Japanese environment. High density living, no space for a large computer (home desktop computers are much less common there), and to top it all off, no street names! All of these factors combine to make internet-ready cell phones an ideal technology. Before we left, it was possible to take a cell phone, go onto the internet, and ask it to tell you the location of the nearest 7-11 convenience store, with directions on how to get there.
So, what about if you're worldbuilding? I guess my first thought would be as follows: when you pick technologies, make them fit together in an ecologically and culturally natural set - but don't get bogged down in the assumptions that are natural to our own ecology and culture. Considerations like space and money can make big changes in the use of an existing technology set, and some environments will encourage the fast development of specialized technologies, like the cell phone in Tokyo. Free your mind a little bit, just for fun, and play around with the basic parameters of the environment, asking yourself exactly how such considerations might influence the use of technology. Then you'll be in for a lot of fun.
Wednesday, August 20, 2008
Does your technology form a set?
I made it back from Chicago only to find that my home internet was performing intermittently - and nearly screamed. It's funny to think how much I've come to rely on it.
When I was a kid my dad used to bring home boxes of punch cards that he used for the computers at his university. We had a PET computer in my elementary school, and we had a Victor at home for a while, and I did college on a Mac Classic... I remember when email and newsgroups first started to be a big thing, and started sucking up everybody's time!
Now the internet is established and has developed its own culture, language and dialects - just look at how email language differs from spoken language or from letter-writing, or how texting has given us a whole new way to alter our own language. The Acronyms are taking over! Maybe I should create an alien species to that effect; sort of has a Doctor Who vibe.
All this has me thinking about technology and how it's used in worldbuilding for both fantasy and science fiction. I wonder how many authors, when creating a world, intentionally choose what I call a "technology set." A technology set is a complex collection of interrelated technologies that exist together in a given society. "Bronze age culture" might be one type of technology set - generally within a set the presence of one type of artifact automatically means that others are present as well. A bronze knife depends on the presence of mining technology, for example - but it doesn't necessarily entail the existence of bronze armor, which requires much more bronze, and techniques for creating the armor shape. A matter-transmitter device depends on highly sophisticated computers, and would entail that other types of transmitters exist also.
But that brings me to a question: when are the links between technologies necessary, and when aren't they? For example, does the presence of antigravity transportation automatically mean that computers exist in the form that we know?
The evolution of technology begins with basic ingredients of environment and materials, then interacts with culture - what activities are considered important. As it grows from there, culture and technology inform one another. An example: military tanks were invented as a concept, then built, and thereafter it took a while for military strategists to develop a fully mature way of using them.
I was impressed with the transport doorways in Dan Simmons' Hyperion books because they were used in a way that seemed mature: if you have a cheap way to make a door that opens in one place and lets out in another, then why not have a home that exists in seven different scenic locations at once? (Better yet, Simmons uses these doorways integrally in his plot!)
I don't think it would take much for technology to diverge from our own historical path, and once it diverged, it could head in all kinds of unusual directions. I'm very willing to believe that an unusual technology set will work, provided that each element of it is grounded in solid reasoning - reasoning based on materials, culture, travel, early adoption of technology from other races, exhaustion of resources, etc. etc.
Now I'm hoping my internet holds up so I can get back to my routine with TTYU...
When I was a kid my dad used to bring home boxes of punch cards that he used for the computers at his university. We had a PET computer in my elementary school, and we had a Victor at home for a while, and I did college on a Mac Classic... I remember when email and newsgroups first started to be a big thing, and started sucking up everybody's time!
Now the internet is established and has developed its own culture, language and dialects - just look at how email language differs from spoken language or from letter-writing, or how texting has given us a whole new way to alter our own language. The Acronyms are taking over! Maybe I should create an alien species to that effect; sort of has a Doctor Who vibe.
All this has me thinking about technology and how it's used in worldbuilding for both fantasy and science fiction. I wonder how many authors, when creating a world, intentionally choose what I call a "technology set." A technology set is a complex collection of interrelated technologies that exist together in a given society. "Bronze age culture" might be one type of technology set - generally within a set the presence of one type of artifact automatically means that others are present as well. A bronze knife depends on the presence of mining technology, for example - but it doesn't necessarily entail the existence of bronze armor, which requires much more bronze, and techniques for creating the armor shape. A matter-transmitter device depends on highly sophisticated computers, and would entail that other types of transmitters exist also.
But that brings me to a question: when are the links between technologies necessary, and when aren't they? For example, does the presence of antigravity transportation automatically mean that computers exist in the form that we know?
The evolution of technology begins with basic ingredients of environment and materials, then interacts with culture - what activities are considered important. As it grows from there, culture and technology inform one another. An example: military tanks were invented as a concept, then built, and thereafter it took a while for military strategists to develop a fully mature way of using them.
I was impressed with the transport doorways in Dan Simmons' Hyperion books because they were used in a way that seemed mature: if you have a cheap way to make a door that opens in one place and lets out in another, then why not have a home that exists in seven different scenic locations at once? (Better yet, Simmons uses these doorways integrally in his plot!)
I don't think it would take much for technology to diverge from our own historical path, and once it diverged, it could head in all kinds of unusual directions. I'm very willing to believe that an unusual technology set will work, provided that each element of it is grounded in solid reasoning - reasoning based on materials, culture, travel, early adoption of technology from other races, exhaustion of resources, etc. etc.
Now I'm hoping my internet holds up so I can get back to my routine with TTYU...
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