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Thursday, July 24, 2008

Do you want to take on dialects?

I was thinking about writing a little on dialects, and then lo and behold, Bill Moonroe over at Asimov's board asked me to write about it! So that was perfect timing.

Dialects can be really fun to work with, and they can also be very challenging to work with, depending on how they're approached (especially the real-world ones). It's awesome to find a story where dialect is done really well - gives the whole thing a lot of flavor. But if it's done badly it can be insulting, as I'm sure many of you know.

Here is one useful principle of dialects: since language is constantly changing as it's being used, the longer a population has lived in a given area, the more that pockets of language use in the area will diverge. Some real life populations that come to mind are China, where the dialects are very often mutually unintelligible, Japan, which has a vast variety of dialects, and England. All of these are populations that have been in place for a very long time. In the US we have many dialects that originate from other parts of the world, but it's interesting to observe how many fewer accents there are on the more recently populated West Coast than in the East.

Intercommunication will not eradicate dialects, but it can slow their divergence. This is a useful thing to keep in mind if you're designing a fantasy world, or a SF planet, where the population has been around for a long time.

Dialects also reflect social status. (Don't get me started on social status! Today I have to stick with dialects...) There once was a study done in New York by Labov (earlier I said England, but my visitor Byron kindly reminded me of the real source) where different department stores had slightly different English usage (in pronunciation of "r"), and this was seen as an indicator of status (how classy the store was). So in your world/universe a particular profession, say, mariners or spacefarers, could easily develop their own dialect because they're relatively tight-knit, often isolated, and have a lot of pride in their own community. These regional dialects can simultaneously conflict, and coexist, with "standard" dialect (i.e. without disappearing), because social value is placed on being able to speak to the public, as it were, but a different kind of social value is placed on being able to mark yourself as one of the insiders for any particular language group.

If you want to work with a real-world dialect, there are different ways to approach it. Using alternative spellings of English can be clunky, both to write and to read, if it's not done just right (and for me, sometimes even if it is done right). Fortunately there's a lot more to dialect than just accent (phonetics and phonology, for the linguistics buffs). You can also work with vocabulary, or usages of words that are particular to the dialect. And you can also work with sentence structure, or with rhythm (prosody). Sometimes the easiest approach is to develop a feel for word-flow with a dialect speaker, and then use the surrounding text to imply the accent rather than trying to render it in spelling. In any case, for using real-world dialects the best bet is not to make any guesses. Find yourself a "native speaker" of the dialect and use them to help you grasp its patterns, and if you can, get them to proofread at the end. This is the best kind of insurance against inadvertently making an error that seems to belittle the dialect.

If you're not working with a real-world dialect, you can have a lot more free fun - though I will note that if the dialect appears to resemble a real-world dialect, or has "developed in the future" from one, then you might want to "hang a light on it," or bring attention to the fact that this is a dialect that has progressed on one hundred years since the cockney dialect, etc. so that people won't make wrong guesses.

My last thought would be that it's important to consider the ease with which the reader can grasp the dialect in question. My critique friends will laugh at me for saying this, after all the odd things I've asked them to try to read, but it's true. I just recently designed a language for a short story, but my main concern was less what the language itself sounded like, and more how that language could be rendered comprehensibly in English while still retaining the feel of an alien language. I think my friends would kill me if I actually ever tried to alter spellings, so I always try to go for using sentence structure and rhythmic patterns to indicate the difference. This is because I'm asking them for a real commitment, i.e. to read a whole story in this style. In "Let the Word Take Me" I did a similar thing with the gecko-girl Allayo, which is to say didn't worry much about what her language sounded like, but gave her a different rhythm of speech to contrast with the voice of David Linden.

If you've got one guy who talks funny, that's one thing, but the more extensive the use of dialect is, then the more reader effort it requires. It's worth putting in some effort as a writer to make sure the audience's comfort is being considered.

Because believe me, I don't want to make anyone suffer.

Wednesday, July 23, 2008

Does your world/universe use names?

I'm figuring it does, whether it's an SF story or not.

Every time we choose a character name, it means something. I was part of a panel discussion about this at BayCon 2008, and the panel agreed that names are often chosen for what they convey subconsciously about a character. This is true whether the names are from English, from other world languages, or even if they are all made up.

Science fiction names are often taken from world languages. The presence of different language groups (like English/Germanic, French/Spanish/Romance, Indian, Chinese, etc.) can imply a lot about the history of the future world featured in the story. Off the top of my head I can think of Aliette de Bodard, Sheila Finch and Mike Flynn who have done interesting things with their naming schemes and also with the twists they've put into the history of their universes.

Okay, so what if all the names are made up?

Making up names is fun, at least for me. When I'm creating a character, a lot of times the name will just leap into my head, but in order to take the world concept just a bit deeper, it's good to consider these in a language context. Are these names pronounceable in English? Are they pronounceable by anyone? And to push the level a little further, do they form part of a unified system?

Here's my own experience with finding an underlying language system.

I had this great mega-fantasy story and I had made up scads and scads of names for it before I suddenly decided I wanted my world to be a bit more principled. So I tried to figure out what "language" the different names might have come from, and I found the names falling into three or four categories as far as the types of sounds that occurred in them. Some sounded like English-pronounceable names, while others were more like Spanish-pronounceable names, or French-pronounceable names. I asked myself, "Do I want to have this be a single-language world?" The answer for me was that I wanted everyone in the immediate area to speak the same language, but I remembered that names in almost every country tend to keep the forms of older contributing languages - and I really liked the idea of this country having older contributing languages. So I took the few names that "were not like the others" and regularized them to one of the four main sound systems. And that gave me a place to go with the world's history and backstory, i.e. that there had once been people from four different language groups that populated the area.

Which is the long way of saying that if you think about your names for people, and names for things, as part of a language system, you can inadvertently give yourself a much deeper world concept and open up possibilities for history and demographic changes in your world.

Tuesday, July 22, 2008

Welcome to TTYU!

Talk To YoUniverse begins, unofficially, in a fancy department store in Tokyo Japan, where my husband and I had gone to look at shoes with some Australian friends. We approached one of the employees to ask - in Japanese - for help, but the young woman looked at us blankly and said,

"No English!"

We replied, still in Japanese, that we were speaking Japanese and it was all right, that we just wanted to look at a pair of shoes that our friend liked. Again, she replied,

"No English!"

We were never in fact able to open communication with this particular person. Eventually one of her colleagues recognized that we were indeed speaking Japanese and offered to help us.

This was a moment of discovery for me. I had to conclude that it didn't matter how well we spoke, that some people would never be able to accept that we were speaking their language. I'd met this attitude in other forms, but never so dramatically.

Later, of course, I incorporated this idea into a story, "Let the Word Take Me" (Analog, July/August 2008), folding it together with the idea of a canon-based language that I picked up from the "Darmok" episode of Star Trek, The Next Generation. If you haven't read it yet, please do! Basically it follows a young man, David Linden, as he and his famous linguist father try to save their colony from planetary eviction by figuring out how to communicate with the local gecko-like aliens - after the language "code" has been cracked but they still can't get the aliens to recognize that they're speaking it.

Since that story was published I've found myself talking about language, linguistics, and culture in many places online, including the Analog and Asimov's forums. I decided I'd like a central location to discuss these issues in speculative fiction.

So I invite all of you to come and talk with me! Let's talk about designing or deepening your universe, the accents and cultures in different regions of your fantasy world, or even places in the real world that you'd like to know more about. I love this stuff, and I'd love to share what I know and learn from you!



Monday, July 21, 2008

Contact

I am interested in hearing from you. If you wish to contact me privately (outside the comments area), please send me an e-mail.

Varin

When reading through my various entries here, you may find multiple (if oblique) references to the world of Varin and its characters. This is a world in which I continue to develop short stories and novels. The first short story set there will soon see publication: "The Eminence's Match," forthcoming in the anthology Eight Against Reality from Panverse Publishing.
Varin was my first really thorough mega-world. Its initial, most basic form came from a core story idea in the classic fantasy style, in which two members of an underclass discover their people were once kings and, with the help of the usurper king's abused servant, attempt to return their people to their lost status.
The Varin concept evolved beyond that first core idea because of my convictions about fantasy and magic, some of which I've discussed here at TTYU. For those who haven't read those posts, suffice it to say that I get frustrated with the unruliness of magic and the tendency of populations in speculative fiction to run true to type ("he's an elf/ a native of the planet Gaga/ etc. so that's why he acts the way he does"). Around the time that I became interested in anthropology and linguistics, I decided to depart from Varin's fantasy core and strive for a world of complete sociological realism, emulating the nuanced work of Ursula K. LeGuin. This led to the creation of the high-technology nation of Varin with its eight underground cities, and the wysps, as well as Varin's caste system (see below).
With Varin as a "real" world, I found many more stories began to grow out of it than ever before. I became able to delve into the national history and the background of each character. The original concept is now the middle portion of a more complete, fleshed-out timeline.
The Varin Caste System
Level 1: Grobal Nobility
Level 2: Arissen Officer Caste
Level 3: Imbati Servant Caste
Level 4: Kartunnen Artisan Caste
Level 5: Venorai Laborer Caste
Level 6: Melumalai Merchant Caste
Level 7: Akrabitti Undercaste
The caste system of Varin defines the identity and experiences of its people, and has done so for over 300 years. Castes are distinguished on the basis of employment, but caste membership is determined by birth, and those who marry outside of caste must fall to the status of the Lower partner. Dressing without a caste mark is dangerous, and "cross-marking," or the impersonation of a Higher, is punishable by imprisonment or death.
The strength of the system lies in the special pride that each caste level takes in the value of its societal role. Each caste has its own set of ideals and cultural ideologies, valuing different manners and behavior, and receives a different respectful greeting when greeted by those of Lower status. Internally, each caste is governed on a meritocratic basis, allowing the caste's most successful members to rise to positions of prominence.
The caste system has a single area of overlap with the distinction between Varin's two religions. The undercaste alone follow a religion based on wysps and shinca trees, the two forces that make life above ground unsustainable on the Varin continent. All others revere the Holy Celestial Family, deities based on the planets of their solar system, whose exploits are recounted in the Ancient Stories.
Copyright © 2008 Juliette Wade

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How I write...

Story ideas don't generally come to me whole, but in pieces. Particularly with short stories, I feel like I collect parts of stories from the world around me, and then the ideas settle through my head until parts that match well suddenly stick together. These parts generally include premise, setting, and characters.
A premise might be something like "humans try to make first contact with aliens but have difficulty for cultural reasons," or "two boys can fly but don't know it because that ability is being taken from them, and they want to run away." With some premises, a lot of work goes into designing setting, including environment, technology level, language, religion and other factors from scratch. With others, I can use existing settings and time periods, but it takes about the same amount of time as working from scratch because of the extensive research required.
Characters are the center of everything for my stories. If I have a premise or setting that excites me, I always try to create a character who is maximally entangled in the properties of his or her surroundings, so that the character's point of view does a lot of work for me in establishing setting details (thus I attempt to minimize the dreaded infodumps). Once I have a character right, that person comes alive to me and may act independently of my authorly plans.
As I see it, I work on several levels when I write a story. On the editorial and analytical side are "grand plan," "events," "mental state," and "word" levels as follows:
  • "Grand plan" means the structural outlining, including determining where the story must start and end to maximize its effectiveness.
  • "Events" means the basic sense of how one thing follows another in the story, including the logistics of traveling from one setting to another.
  • "Mental state" tracks the knowledge content and psychology of the various characters from one stage of the story to the next, so that their motivations and judgments keep the story driving forward. This is why I generally write stories in chronological order.
  • "Word level" is about keeping point of view solid and making sure to maintain consistency for a character's use of metaphor and simile in a way that matches his or her age and experiential background.
On the gut, subconscious writing side? Those, because of their nature, are harder to tease apart. I know that when I write I feel like I am the character, and when I do that I let go of all my editorial desires. I can tell if my setup isn't working right, because characters will start to misbehave. The other thing I do without thinking is write in distinct rhythmic patterns for different character voices. I generally do not (at least to this point) design stories with narrators that are independent of character voice.