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Showing posts with label genre. Show all posts
Showing posts with label genre. Show all posts

Sunday, 12 August 2018

Choices, Choices

NOTE: Many apologies for my lack of activity between Saturday and Thursday. I was on a camping holiday in Herefordshire with three other generations of family. Not entirely nice due to my inexperience with camping, but enjoyable enough that I'll remember it.

The life of someone trying to get published as an author is hard. You finish one work, and immediately think about moving on to another one once you've recovered. But is there any point? You're not published yet. Yes, there is a point! There is absolutely a point! Stopping at one work won't cut it. Some authors can tenderly refine and improve their work over so many years and strike lucky with an agent or publisher. But that's not my way. You can still refine and polish one work while writing another. And that's not counting short stories, and posts like this.

Right now, I've got between three and four possible large projects to pursue. By large, I'm talking about novels. Short stories can be completed in around a week, though that's without taking editing and proofing into account.

My first possibility is a strange blend of sci-fi and fantasy, inspired by two things; that amazing trailer for Beyond Good and Evil 2, and pirate stories ranging from On Stranger Tides and Treasure Island to contemporary offerings such as Laputa and Pirates of the Caribbean: Curse of the Black Pearl. Basically the romping tale of one woman's selfless search for a wish-granting island, it's something light and friendly I can do after completing an extremely weighty sci-fi revenge story.

The second is slightly darker, and comparatively easier. A take on Lovecraft where the Eldritch monstrosities he described are simply how we appear in a simultaneous parallel "Other" realm crossing the prose of Lovecraft with the fleshy weirdness of Cronenberg. I'm setting it around North Wales, particularly Anglesey - my home, and consequently the perfect setting for me to describe a place with native detail and twist it using the filter of the Other.

The third is something that occurred to me on holiday, while I was playing the card game Once Upon A Time with my mother, sister and niece. I'd long had the idea of creating a grand adventure in a "classic" fantasy swords-and-sorcery realm which would help question many of the genre's accepted tropes. The role of the hero and "princess", what evil is, the sometimes-contrived events that happen along the way. Combined with the card game's premise of telling and influencing a story based on the cards in your hand to reach your "Happily Ever After" inspired this concept. A grand fantasy world where the hero's actions and events encountered were influenced by a group playing a game in the real world. The only one conscious of this at first is a single player expelled from the game that has entered the world controlled by the cards to tilt the game in favour of winning its freedom from control.

Those are the best contenders. And so, as the title of the post says.... Choices, choices.

Sunday, 10 December 2017

Welcome to Reality!

Reality. It can be the bane of the dramatic writer who doesn't know how to work within the laws of the real world to create adventure and mystery. In my latest work, recent finished and now undergoing proofreading and editing, I set myself a real challenge. Writing an adventure story without relying on cheap get-out clauses or improbable events (well, improbable without reason).

The reasons for my strong dislike for those types of scenarios outside very specific situations stems from a natural liking for the realistic. Even in my fantasy worlds, I keep events as realistic as possible. Even in my science fiction, the "science" is based on the real and the possible rather than using Clarke's old tactic of tech being advanced enough for magic (which, while interesting to think about, is something of a cheat when it comes to story writing). But one particular novelist, Clive Cussler, doesn't do any of this. I first encountered Cussler's work through the movie adaptation of his novel Sahara, which I really enjoyed and still enjoy to this day. I decided to buy the original book, and was instantly put off. Any semblance of realism present in the movie was clearly not in the book. My father also reads - or read, at least - Cussler as light entertainment. I tried his other work in Raise the Titanic and Mayday. Suffice to say, these were more than enough to put me of Cussler for life. In reaction to this and my combined enjoyment of and amusement at Dan Brown's novels surrounding the character of Robert Langdon, I decided to write my own story.

First off, I needed a protagonist. She's someone I've tried to get into stories for a long time. Inspired by my love of independent and sassy female heroines (think Lara Croft meets Adele Blanc-Sec with touches of the 1980s Red Sonja and Aeon Flux). I've tried her in fantasy, then in science-fantasy, and neither worked. I think it's because I was using a third-person narrative for a character who deserved a first-person spotlight. She's essentially a version of me, so I was able to write in a convincing way I haven't quite managed with my other works to date. It also enables me to slip in some constructive criticism of genre tropes without it sounding odd or awkward. It's just someone commenting in the narrative on their situation.

Next, I decided to keep my story squarely in reality. I love Lara Croft and Syndey Fox, but you've got to admit the idea of massive temples and tombs with still-working traps after thousands of years does stretch the suspenders of disbelief to breaking point. There's also the modern world problem of where to find undiscovered ruins that aren't either buried under a large amount of jungle (as in completely overgrown and unexplorable) or have been reduced to their foundations. The obvious solution is to make them underground temples and tombs, but then you need to find an area that can accommodate it in the real world. No point putting an underground temple of some scale into rock that's too hard to mine with the tools its builders would have used. Someone will always call you out. So yes, I can hide an ornate tomb in the desert, as long as it's a subterranean structure built into sandstone.

I also wanted to put in some genuine archaeological or historical locations without turning them into surreal "for the reader and for drama" incarnations of their real-world counterparts. I think you can guess what I mean - Egyptian tombs with working traps and vast conveniently lit catacombs, huge undiscovered Khmer ruins with deep catacombs and complex locking systems... Basically what a lot of adventure stories tend to incorporate. My locations eventually included (not strictly in this order) the Cardamom Mountains in Cambodia, the Scavi beneath the Vatican, the Gilf Kebir in Egypt, Pere Lachaise Cemetery the Carriere de Paris, the Cambrian Mountains in Wales, and several minor locations that can be visited today. As to why she's going to all these places, that's part of the story, so I'm not telling you anything here.

All of these places and associated locales had to be meticulously researched, realistically portrayed, and where needed embellished in such a way that it only requires a minor stretch of the imagination and not total suspension of disbelief. It also provided a wonderful opportunity to slip in a few in-jokes at the expense of the very authors I'm emulating. Such as.... a complex locking system on a door breaking due to rot when Helena tries to use it, and in the end all the door needs is a few kicks to get through one of its rotting panels. Yeah, that happens. And she's more than vocal about the fact that ancient locking mechanisms always seem to work in the movies...

Basically, it took five months of alternating between writing and research to complete what I fully consider to be a first draft. There's still editing, proofreading, formatting, and other such tasks to complete. I want it to be as readable as possible. But that's the future. Now, I can enjoy my victory. My first full-length novel written without a scrap of magic or science fiction in its pages.

Sunday, 19 November 2017

Story Construction - The Line Between Influence and Cribbing

Note: Sorry if it's rather short compared to other posts, it's rather short notice.

Taking inspiration from those that have come before is common practice for any author, whether it's the scholarly writer of non-fiction, or a writer of the most outlandish fiction imaginable. But where does inspiration end and cribbing begin. To be exact, when I use the word "crib", I'm talking about plagiarism, that career-destroying sin authors commit when they either take heavy inspiration from or lift word-for-word from another work without acknowledging their inspiration/source. This is a problem with me for a very particular reason; with some exceptions, I don't have a good original visual imagination.

Yeah, that was quite a mouthful. I'll try to explain it. In some respects, I've an extremely active and visual imagination, as I'm an avid fan of visual media such as comics, movies, television and video games. In contrast, my spark of invention lies primarily in the written word, meaning the images in my mind are more akin to placeholders for the characters I create than actual visions of what they look like from the book. From characters created by artists to the visages of notable actors and actresses, I copy-and-paste to ensure I've got something there for when I create the scenes in my head. This tends to go hand in hand with how I can find sudden inspiration while going through something completely different from my story that's got a strong visual motif. Example; much of Crystal and Sin has a tone that took inspiration from both the anime series Cowboy Bebop and the American live-action series Firefly.

But that presents a very real danger. Where does inspiration end and cribbing begin? There's always the risk that the unwary author will take too much of something and run the risk of being seen as too derivative. Of course everything's been done at some point, and phrases or names will inevitably slip into our subconscious to be filed away for future usage. But when they begin intruding on your own thoughts and wishes, it becomes a real problem. I've abandoned more story ideas than I can count because they're just too derivative. Other ideas have needed massive modification due to the same reason.

Example: I have a wonderful idea focused around a world where humanity has become sterile, and its population is mainly replaced by artificial humans whose only difference is a slight blankness of look and are ruled by the last six surviving "true humans". The main plot is the mystery why one of the surviving humans is trying to kill the others. Sounds great. Except that I was inspired by the video game Drakengard 3 and the book series by Sean Russell starting with Beneath the Vaulted Hills, which have a very similar premise (a key figure related to something bringing an end to that same something). If the premise is strong enough, which I believe this is, it could be carried through. But if it remains verbatim, then I'll never be fully comfortable with it.

Another one barely worth a mention was a planned series that stank so much of the Earthsea and Inheritance books I dumped it after fifteen chapters, utterly unable to continue writing something that derivative. It led to the creation of something else slightly more original and promising, but its original form is dead and buried. And good riddance.

These are just two instances. There are dozens I can only just remember because the ideas came within a few days and left in just as short a time, or were modified that their initial derivative forms are lost for good. And a good thing too. The last thing I want to feel like is a copycat...!

Sunday, 5 November 2017

Using a Genre; Straight, Satire, or Deconstruction - Part 3

In this series of blog posts, the first in some time due to a variety of factors, I've decided to focus on the three major ways people use genres in general; playing them straight, satirising them, and deconstructing them. Each has merits, and none are set in stone. That's what lovely about them!

This time, for this final post, deconstruction is the order of the day. So what is deconstruction, when not applied to Lego or philosophy that is? Well, it's generally applied to stories in various media which take the tropes of a particular genre and examine them with a critical eye and the aim of understanding its interior workings. While satire does something similar, deconstruction tends to be far darker. The word "deconstruction" has been associated most recently with anime, which has become notorious for relying on genre tropes to the point of exasperation, but many of these deconstructions don't actually count as such. They're just dark or violent takes on those same tropes without actually deconstructing them.

It's difficult to pin down what counts as deconstruction, so it may surprise you what I've picked out as fine examples of it. For books, I think one of the best examples for its time is the work of H. P. Lovecraft. Yes, his weird fiction may be a common subgenre now, but in its day it was groundbreaking. While most stories at the time focused on humans overcoming impossible odds, Lovecraft takes completely the opposite approach, using typical story beats of his time, wrapping his distinct and near-nihilistic views on humanity around them, and creating stories that can be seen as a commentary on how these stories are typically told, and how their protagonists are portrayed. Of course every book can have deconstruction in it somewhere, but there are very few which have it as a major part of their narrative.

The same can be said of movies and television, although there it seems to be spread even thinner on the ground due to...reasons. But there are plenty out there. Shrek, in between its bouts of comedy and genuinely moving romance, deconstructs multiple fairy tale tropes people take for granted, accomplished by making its lead character an ogre, a being typically portrayed as a villain or antagonistic minion. A series that I think does this well is Firefly and its movie conclusion Serenity. While it has the usual allowance of sci-fi tropes and concessions, its people are more real than most other sci-fi casts, facing its extraordinary circumstances with down-to-earth responses. A special shout-out must be given to Whedon's writing as he makes characters real even in the most outlandish situations.

In anime, deconstruction has sadly become more of a buzzword than an actual description of the anime's contents. Shows like School Days and Puella Magi Madoka Magica are labelled as deconstruction without actually understanding what a deconstruction is. In my view, they're just ultra-violent or downbeat takes on a genre's tropes without actually deconstructing them. There can be deconstructive elements there, but it's not like the whole show deconstructs the genre. One show I think is often overlooked in the deconstruction line is Neon Genesis Evangelion. It stands as both a prime example of the mecha genre, and a brutal examination of what real teenagers with real problems would do and how they would react when stuck inside a giant mech and forced to fight merciless monsters dubbed Angels.

Video games have a far richer field of view for deconstruction due to their interactive nature. But again it's an industry averse to taking risks, even more so than the movie and television industries as they focus more on high returns than art. The setting I most associated with deconstruction is Yoko Taro's seminal Drakengard/Nier franchise. On the surface a Medieval high fantasy world, its dark twist on multiple RPG-based storytelling tropes from the hero with animal companion and love interest (here a sadistic soldier with a racist dragon and a sister holding secret incestuous love) to the righteous cause of the main character (androids sent to Earth to defeat monstrous machines, only said machines aren't nearly so monstrous and their leaders not nearly so honest as they seem). One part dark fantasy, one part cautionary tales about prejudice and the nature of killing, one part deconstruction of what games are, this franchise is unique in the gaming world. And that's saying something!

Closing Note;
Playing it straight. Satire. Deconstruction. Each has merits. Each has pitfalls. I'm not telling you which to use or which to ignore, only showing what they have to offer. I hope you've enjoyed what I've shown you as examples of these three approaches.

Shameless plug time ;)
If you want a cheap sample of non-violent deconstruction, then why not take a look at When Ai Met Yu: A Modern Japanese Romance, my take on the LGBT-focused yaoi/bara genres.

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Sunday, 22 October 2017

Using a Genre; Straight, Satire, or Deconstruction - Part 2

In this series of blog posts, the first in some time due to a variety of factors, I've decided to focus on the three major ways people use genres in general; playing them straight, satirising them, and deconstructing them. Each has merits, and none are set in stone. That's what lovely about them!

This time we're looking at satire. What is satire? According to the definition provided by Wikipedia, satire is: "a genre of literature, and sometimes graphic and performing arts, in which vices, follies, abuses, and shortcomings are held up to ridicule, ideally with the intent of shaming individuals, corporations, government, or society itself into improvement. Although satire is usually meant to be humorous, its greater purpose is often constructive social criticism, using wit to draw attention to both particular and wider issues in society". Well, that about sums it up. And by its very nature, satire can be hard to pin down as a single genre.

As with most aspects of fiction, satire is something which can be done right or wrong depending on whose reading it. Some people will of course be terribly offended, while others with clap with joy. The mixed reception is perhaps best exemplified by many works of French author and essayist Voltaire. An open critic of the then-prevalent Ancien Regime, his novella Candide provoked both support and criticism, and is considered a classic satire of the social norms of the time. Playing out as a picaresque novel, it lampoons the conventions of the adventure and saga genres while also making valid points about society in France at the time, which was heavily class divided and ruled through an absolute monarchy. I fully intend getting my own copy of Candide at some point.


Classical writers excelled at heavily critical works which can stray into the realms of satire; Horance pioneered it as popular entertainment, and later the Roman writer Juvenal (who became the inspiration for the word "juvenile" for obvious reasons) gave us. Other notable later writers include Alexander Pope with his parody of Homer The Dunciad (an attack on the society of Queen Charlotte, wife to George II thought by her critics as the monarchy's guiding hand), Jonathan Swift's novel Gulliver's Travels (in its original pre-Disney form a scathing satire of the English political system in Georgian England), and several works by Mark Twain.


In modern times, satire has taken different forms and tackled issues of the time, a theme that runs through the entire body of satire as a genre convention. A notable example is Catch 22, a novel by Joseph Heller which refers to -- quoting Gilbert and Sullivan for a moment -- "a most ingenious paradox", or a double bind if you like. An airman wishes to get out of a dangerous mission by being declared mentally unfit, but their wish to be taken off that missions shows they have a rational wish for self-preservation and so can't be classified as mentally unfit.


Leaving the realm of the written text into things like opera, we find several satires there as well. Gilbert and Sullivan for one. Well, technically it was Gilbert who did all the satires. Sullivan didn't like it, which partially led to the pair splitting up. Gilbert's plots mocked many conventions of British life during the Victorian era through unlikely and unreasonable situations. Each opera sent up something different; The Mikado focused on the English political system, H.M.S. Pinafore lampooned the rigid class system, and The Pirates of Penzance made merry with the idea of apprenticeship and a sense of duty and loyalty to one's profession -- however much it may be abhorred.


Television satire comes in many forms, but the form I'll focus on here is Yes, Minister and its sequel Yes, Prime Minister. This television series ran during the late 1980s, and acted as a ruthless satire of the governments first of Margaret Thatcher and then of John Major. Main protagonist James Hacker M.P., later elected Prime Minister in a situation similar to the recent ascension of Theresa May following Cameron's resignation, is in a battle of wits and policies with the Permanent Secretary Sir Humphrey Appleby, watched and more than once engaged in on both sides by Hacker's Principle Private Secretary Bernard Woolley. The series' comedy stems from Hacker trying to make changes to the established governmental and ministerial systems, and Sir Humphrey's determined efforts to keep things static. It's wonderfully funny, but is like that because it's lampooning how the British political system actually works. Later, it goes into the role -- or perhaps lack thereof -- of the Prime Minister.


Movies also have their fair share of satire hidden among the blockbusters and art pieces. These can range from Terry Gilliam's darker absurdist movies such as Brazil; the adaptation of Starship Troopers, which combines its summer flick action scenes with scathing satire and criticism of both the American military and the use of war propaganda; or comedic affairs such as Murder by Death, which takes apart and parodies the accepted tropes of detective stories from both the British Golden Age and the American Crime Noir movement.


Satire in video games can transcend what other media can accomplish due to the interactivity inherent to gaming. Due to the relative youth of the medium, it's also much rarer than in literature, movies and television, and also end up making more potential missteps. A notable example of video game satire is The Stanley Parable. In this game, you -- the main character -- are guided through a short story scenario by the narrator. Even the slightest deviance from the path causes the narrator to comment on the situation and do everything from gently persuade to passively abuse you. It points out the convention of a guided path through games that many take for granted. Other games that call out such conventions include Drakengard 3 (through the snarky comments and the actions of main heroine Zero and her disciples) and Danganronpa V3 (the reasons of which I won't spoil here).

Well, that's all I wanted to talk about here. Now I've covered both playing a genre straight and satirising it, I'll move on to one of my favourite approaches when done right - deconstruction. Until next week, enjoy!

Sunday, 15 October 2017

Using a Genre; Straight, Satire, or Deconstruction - Part 1

In this series of blog posts, the first in some time due to a variety of factors, I've decided to focus on the three major ways people use genres in general; playing them straight, satirising them, and deconstructing them. Each has merits, and none are set in stone. That's what lovely about them!

Playing it straight is something every author that has ever existed has done at some point. Whether it's through practice writing, or their published work on any scale, they will take a particular genre and use the straight approach for its portrayal. To be clear, this doesn't mean that someone has to play this completely seriously, or just focus on a narrative. There's a difference between satirising or deconstructing a genre and using it to communicate a particular theme or point. You can do one without doing the other, as many authors have proved. All genres are subject to this, but some show the distinction more than others.

The Lord of the Rings is one of the most notable pieces of fantasy fiction that is played straight. As old readers will know, my feelings on Tolkien are somewhat mixed. But even I'm going to admit that his work is more than impressive. It has scope, intrigue, drama, and a story that has inspired generations of writers following him for good or ill. He includes elements of comedy in the first book, but otherwise the story is serious, portraying the terrible events and troubles facing all sides defying Sauron's bid for global power, much simplified but still more than evident in the movie adaptation.

Many works of science fiction also play things straight, with those who adhere to scientific principals in most of their works being clearer examples than most. Arthur C. Clarke and Isaac Azimov both create set worlds which often feature rigidly realistic rules (for their time) when it comes to space travel, scientific advancement, and artificial intelligence. The Robot novels by Asimov not only focus on complicated - or at least unconventional - murder mysteries, but also look hard at the social and technological differences between Earth and colonies on other worlds, and in later books how colonial planets such as Solaria and Aurora differ from each other.

Romances on all levels can involve any amount of raucous comedy or social commentary. Jane Austin's books are full of both witty dialogue and sharp criticism of the culture of her time, the class-driven society of Georgian England when what can be recognised as the prototype middle classes were emerging. Romantic elements are also added to a large number of stories, whether it's straight or LGBT, without it going into the realms of satire or deconstruction. Agatha Christie - while principally a writer of mystery - is somewhat notorious regard to romance, sprinkling in romantic interest and occasionally making improbably, questionable or even wince-worthy matches between surviving characters.

As with any form of fiction, movies, television and video games also share the differing takes on genres, and consequently have stories that play genre conventions straight. The majority of film noir such as The Maltese Falcon, Double Jeopardy and The Big Sleep are played straight and portray a depressing reality our detective (or in some cases murderer) protagonists negotiate during their journey. Video games can end up being criticised for taking themselves to seriously with their subject matter (many Call of Duty games and their competitors/clones are tripped up by this), while in other cases such as Fire Emblem and indeed most RPGs this seriousness is taken as a genre standard.

As with most subjects people write about, there are just too many to list within a single piece or even a series of pieces on the subject. So I think we'll leave it here for now. Next week, we'll be looking at approaching a genre from the angle of satire.

Sunday, 8 October 2017

Using a Genre; Straight, Satire, or Deconstruction - Introduction

Hi there, I'm back with a very long post that needs several parts to say what I want to say. This time, as I've started work on a satire of the fantasy genre, I think I'd like to examine the three major ways people use genres in general; playing them straight, satirising them, and deconstructing them. Each has merits, and none are set in stone. That's what lovely about them!

The first part, playing it straight, is just that. Treating the genre's typical tropes, expectations and quirks as part of the standard ebb and flow of writing. In doing this, you can still do humor or going into the darker parts of the narrative, but you do so while still keeping within the bounds of a straight-laced tale in whatever genre you've chosen. You may slip into parody or satire, but in an approach like this you may end up doing so unconsciously.

Satire is one of the oldest arts in storytelling. The word itself comes from Latin, but satire goes back to Classical Greece and Ancient Egypt. For those a little fuzzy on what it is, satire is a means by which something the creator feels needs ridicule is... well, ridiculed. Be it social norms of the time, the political situation, or the particular foibles of a literary genre, satire holds them up and points them out for how ridiculous they are or can be. Satire can be dark and biting, but it also features parody, wit, and numerous other elements. Parody itself could be taken as its own standalone thing, but for the purposes of this blog post series, I'll be incorporating it as part of the body of satire.

Deconstruction is the most difficult to define, as it's the most easily abused. The term has been most recently associated with anime, and as this video ably demonstrates, it's often stuck on as a bling word rather than being a genuine description of something. To put it at its simplest, deconstruction is about taking a genre and examining its most common tropes and cliches from a real-world perspective, with the very act of deconstruction serving as a commentary on the genre. Deconstruction, when applied correctly, is most often used for more fantastic genres such as science fiction and fantasy, but can apply to action-adventure, romance, and other elements.

Now, as with anything, there is no simple line dividing these three, and there will be elements of satire or deconstruction in an otherwise serious or straightforward work, or there might be comedic elements without going into satire, or it might take the darkest or oddest approach to a story without actually deconstructing its tropes and cliches. In any case, I look forward to going through these different approaches with you over the next few weeks. Enjoy!

Sunday, 18 June 2017

Mythos - My Picks

A mythos is something a large number of fictional universes have. Some are more detailed that others, and some are so detailed that they come off as obtuse until adequately explained. In this article, I'll be looking at three chosen fictional universes with extensive background lore. One from the world of books, one from movies/TV, and one from video games.

The first mythos is one I've chosen from one of my favourite authors - that of the Bartimaeus series created by Jonathan Stroud. Spanning the original trilogy and a later prequel novel, the world of the sarcastic Djinn and his human associates and masters is incredibly detailed and expressive. Something to note about this is that it is the product of a single mind, and because of this that one mind is able to cover and control the mythos' content, but you have to admit his skill. Without any contradictions that are easily seen, he tied together a pseudo-magical alternate history where a series of Magician-ruled civilisations rise and are brought down by their own dictatorial power. Also, by telling the story from two and eventually three points of view, he offers a full vision of Britain as the magical ruling power, giving a perspective that many other similar narratives would lack. But is above all the sympathetic tone of the cast that enables a full absorption of this world Stroud created.

In both movies and television, the Star Trek universe is both massive and detailed. Beginning as a series with a tight budget and moralistic finales in the mid-1960s, the series proper has spun-off into six series, ten movies and an ever-growing mountain of additional media. Amazingly, across the series and movies at least, the series' canon and continuity has remained consistent across fifty years despite some dubious actor-based failures in alien or character portrayals. Here the reason is known and clear; a series bible that has been maintained and adhered to right up until the recent movie reboots reset the timeline. Across upwards of three generations, with only occasional drops of clangers, the continuity of race encounters, relations and discoveries has been preserved to the point of obsession. This makes Star Trek one of the most uniform speculative fictional universes in existence.

In television, there isn't a universe to rival Star Trek aside from Doctor Who, which initially ran from 1963 to 1989, before being resurrected as a television movie in 1996, and then revived successfully and running since 2005. One of the main explanations behind the variety and scope is that well over thirty writers have worked on the series during the course of its run. There is also the fact that - as a science fiction universe involving time-space travel - the number of ways and times events could cross is strictly limited by the laws of common sense. That also leads to a question - how the heck do they keep the canon from being riddled with contradictions? Well, it was at one point. But since the advent of the second-to-third incarnations of the Doctor, established lore has been set in place that new and returning writers follow. Writers for the revived series have taken the trend of tying everything directly back to overarching threads, but they have also respected the earlier canon. The creators of the original series managed to use the format of episodic and disconnected stories to avoid alienating potential new viewers as they could jump in at any stage. Sadly the revived series has not followed this model. While the inner workings can still be something of a mystery, but you have to admire the writers for keeping the lore consistent as far as humanly possible within the scope of over two hundred stories from

For the video game entry, the one I must choose is Fabula Nova Crystallis Final Fantasy. Created by regular Final Fantasy writer Kazushige Nojima, the mythos is mainly seen as a failure by fans of the Final Fantasy series, and from a developmental standpoint it was undermined by its own ambition, which was not compatible with the development resources and production structures of the time. Compared by developers and journalists to Classical Greek mythology, the mythos is a fairly simple tale of divine rivalry and the nature of "heart" and "soul" in humanity, all tying into a darker take on the Final Fantasy series' traditional Crystal motif. This mythos is unique in that it doesn't tie into a continuous timeline, but rather creates a shared theme of divine power enforcing its will on chosen humans. Unfortunately, despite the promise of the mythos, the developers made the cardinal mistake - by jumping between information dumps and complete mystery and the detailing of crucial elements in Japan-exclusive material, the mythos alienated players before they could appreciate its nuances.

There are more expansive universes than one article can comfortably accommodate, ranging from Terry Pratchett's Discworld series, the overly extensive and retcon-filled comic series of Marvel and DC Comics. The ones I've chosen represent both my favourites and those I've had extensive experience of. Each of the ones above provided experience and inspiration for me for my own work as a writer and author. Out of all the extensive universes I've experienced, there's one thing I've learned - make it consistent, or people will roast you.

Monday, 23 January 2017

The Problem of the Picaresque

The picaresque novel, and its derivatives both foreign and domestic such as the Phantom Thief and Superhero genres, are an incredible source for stories and characters, more so as they're often added to and expanded through the contributions of multiple authors across many decades. But there's a core problem with this genre that I've come across when trying to write in it, and it's a problem best portrayed in two phrase that's are both quotes from other works, and terms used in fields as varied as science and tech to scholarly literature and nature: constants and variables, momentum and stasis.

First, what is picaresque fiction, and why does it sit in the same boat as things like the Superhero genre. Well, the basic form of the picaresque novel is, according to scholars, a first-person memoir-like narrative where the mainly static main cast go on a long series of separate yet interconnected adventures without a central plot and - in many cases - get into trouble with the local authorities or some other powerful figure. Examples of the picaresque extend as far back as the anonymously authored Lazarillo de Tormes, considered by many to be the genesis of the genre, and continue through Voltaire's Candide and Fielding's The History of Tome Jones. Journey to the West by Wu Cheng'en also falls into this genre. The picaresque can also be seen in the works of Marvel and DC Comics among others, with dozens if not hundreds of adventures revolving around generally unchanging characters: examples from both major companies range from Fantastic Four and Spider-Man to Batman and Justice League. In Manga, where its equivalent is the "Phantom Thief" story, you have too many to count, from Sailor Moon to Ghost Hunt and beyond. Versions in television range from the standard sitcom (Friends, The Last of the Summer Wine) to more serious fair (Firefly, Doctor Who). In video games, things are either too short for or move away from such styles in favour of telling a single quest-like narrative; the most prominent incarnations in gaming I've seen are Final Fantasy X-2, Persona 5, the Sly Cooper series, and the Gravity Rush duology. Apart from Sly Cooper, none of these strictly follow the pure picaresque format but instead borrow extensively from it.

A theme astute readers will notice about many the above written works is that they're critical works that caused minor or major controversy when they were published as they took shots at aspects of the establishment both religious and secular, along with other aspects of humanity such as its morality and the concept of blind faith. I've tried writing within this genre a few times now, and all but once I've been faced with a difficult problem, which as I said above can best be described by the phrases "constants and variables, momentum and stasis". The thing about a lot of picaresque work, from the classics to more modern examples, are that they lack the push for a central narrative and strong characters that have taken their rightful place on the peak of the literary mound. This is a style that I also choose to use as I greatly enjoy focusing on characters. The picaresque work takes the emphasis of character and narrative in favour of its shifting setting and subsequent deconstruction of the aspects of life and society.

And now for the very issue that I've described above. As to "constants and variables", it's the fact that while the same cast of characters remain, the settings change to an often drastic degree. While settings shift in stories, the picaresque format calls for this more than most, and leaves limited room for the great ensemble casts that many authors revel in. The second issue, which I defined as "momentum and stasis", is that while the story is about movement, nothing seems to change. The character development is often cut out or at least greatly reduced, either through the use of the first-person narrative or through the very nature of the story's fast pace and focus on events over character.

I've tried twice to create something around what I thought was the picaresque format, using one woman outlaw's adventures to tell a story, with a man in the law as her on-off nemesis and her going on daring heists and other jobs in her own quest for answers. It was part Phantom Thief/picaresque, part action hero, part sci-fi; I called it Calabaja, a simplified and slightly altered romanization of the Hindi word "Chaalabaaj" or "Trickster". But both times I tried, it fell flat. The first time, it was a combination of being too busy, a lack of skill at that point, and the fact that what I wanted to do ended up conflating with the Superhero genre, which I personally dislike as a genre - the stories are often overly simple, the morality overly straightforward, the drama overly forced, the exposition generally boring, and the way the major publishers treat their characters as commodities mean their development (if any) if often uneven and unfair to them. When I wrote something vaguely picaresque, I didn't even realise I was doing it and I wasn't following most of its conventions. However, in succeeding with that project, I also caused my next attempt at Calabaja to fail as I realised I was just trying to do the same kind of thing over again. As this is something I endeavour not to do, I shelved it. Who knows, I may never finish it.

Of course, there are many works falling within the picaresque genre that don't conform to all its tropes. Voltaire's Candide is actually one of these, as it sees the characters grow and change to a degree, and it acts as a deconstruction of the genre along with being a part of it. Kim, the seminal novel by Rudyard Kipling, uses elements from the genre as a backdrop for a story of espionage within the workings of the Great Game. There are also those who use the picaresque format and give it a new spin whether playful or dark, such as the Russian-authored novellas featuring the character Ostap Bender, Harry Harrison's Stainless Steel Rat, and Jack Vance's Dying Earth series. American author Gene Wolf has made his career out of genre bending, with picaresque being among many he has experimented with.

The picaresque is a strange beast indeed. One the one hand, you're tempted and charmed along the route of the errant vigilante. On the other, you're dragged into a mire of tropes and complications that transform a narrative into something that can't work. Either way, it's a genre many enjoy around the world in many forms both old and new. And it maybe a genre I myself will tackle, when I'm certain enough in my skills and broad enough in my knowledge of the world to make such a story work. Until then, I read, and enjoy...