Showing posts with label worldbuilding. Show all posts
Showing posts with label worldbuilding. Show all posts

Friday, March 26, 2021

Worlds within, worlds beneath

Four seasons in one day
Lying in the depths of your imagination
Worlds above and worlds below
The sun shines on the black clouds hanging over the domain

– Crowded House (Lyrics Tim Finn & Neil Finn)

In writing, much of my attention is turned to the craft and creation of fictional worlds. This is not simply a matter of science fiction or fantasy; every fiction instantiates and implies a rich collection of assumptions, designs, guesses, and diegetic facts that form the imagined world: the shadow of the text illuminated by the reader’s imagination.

Fictional worlds, their potential and danger, haunt two quite different recent works: M. John Harrison’s startling and unsettling The Sunken Land Begins to Rise Again and Susanna Clarke’s lucid and compelling Piranasi. Each one considers, in quite different ways, the temptations and traps of the many worlds harbored in the imagination.

One knows, by now, what to expect of M. John Harrison. His technique is extraordinary; his worlds are indistinct, oblique, out of reach. The Sunken Land Begins to Rise Again is set in England, but it is the profoundly alienated and drifting nation of the Brexit era. Beneath the surface lies the deep history of the land: geology, geography, the sediment of millennia of human occupation and industry, marked in the spiritual and material landscape. But the characters are detached from this, often both physically and emotionally isolated, in a post-industrial economy focused on gigs and temporary lodgings. One senses the movement to reconnect with the sunken lands, inherent in the fictional interest in the themes of spiritual renewal and transformation expressed in the sentimental Victorian tract The Water Babies. But the fixation on a lost sense of "English-ness" also evokes the toxic isolationism of Brexit. 

Harrison's technique focuses on exact, evocative description paired with inexact, oblique narrative. His work is often described as unsettling, and it is the way his precise, writerly skill with detail and landscape positions itself across an incomplete story that unsettles one’s sense of narrative and coherent action. Harrison’s characters, likewise, are drawn to the unspoken network of aspiration and conspiracy that informs the story but refuses to cohere.

Clarke's Piranesi is no less painstaking, but the narrative that begins as a mystery eventually becomes clear, as the protagonist's fractured memory is reconstructed, if not restored. Yet the fictional world, the structure inspired by the work of the historical Piranesi, in particular the astonishing Carceri d'invenzione or Imaginary Prisons series of prints, is the primary setting of the novel. The "World" of Piranesi — it is a proper noun, a character — is an archetypal labyrinth, a fictional construct, and a prison. The fantasy that begins as a dream of transcendence, an experiment in magic, becomes a trap, an exercise in manipulation and cruelty. What first appears as a consistent, even beautiful exercise in baroque classicism also has corrosive effects on the mind and memory. And although compassion and rescue are possible, it is only from outside the fictional world that we begin to understand its dangers as well as its potential.

There is a measure of peace and resolution at the end of Piranesi that The Sunken Land Begins to Rise Again does not offer, but both works shape themselves around the potential and dangers of the other world, the imaginary, and the dangerous journey between the real and unreal, and what we may discover, recover and lose in the transition.

Friday, December 11, 2015

On Viriconium

M. John Harrison's Viriconium sequence rightly stands as a landmark in literary fantasy, although to the new reader it might be difficult to tell why. This is not to say the Viriconium is not a brilliant, significant work; it is, but it is also a puzzle, a challenge, which subverts the narrative unities of the genre, of fiction, even.

The puzzle begins with the collection itself: it is a sequence only in the loosest sense, being comprised of three novels and a number of short stories, published and composed over many years, and presented not entirely in chronological order. The stories are haunting, sometimes elliptical. The novels form a rough narrative arc, but the whole effect is not that of a traditional fantasy trilogy, and more one of recursion and retelling, a revisiting and revising of the history and place that is Viriconium.

To identify the setting, then: Viriconium is a city, sometimes the centre of an empire, perhaps the world's last, located on the far edge of human time, in the Evening Cultures that follow from the environmentally devastating period of the Afternoon Cultures. This suggests a science-fantasy, perhaps even of the dying earth variety, but the world is too indistinct to support that notion entirely. In fact, Virconium is more like an  urban fantasy, an impossible city, an abstract compilation of London, Rome, Paris, Berlin, York, Venice, with its European street names and imprecise architecture. And although Harrison deploys many archaic technologies and weapons (toxic power-knives, combat airships) the era and level of technology is fluid, anachronistic, indefinite.

This same fluidity characterizes the narrative as it expands. The first novel, The Pastel City, is probably closest in form to the science fantasy, and roughly follows the conventions of a quest fantasy: there is a hero (teagus-Cromis), a conflict (The War of the Two Queens), a quest against the enemy in the north. But by the second novel, which ostensibly addresses the aftermath of the first, the quest is less heroic, the threat more metaphysical, the protagonist confused and cynical. And although the final novel replays some of the tropes of the first (the metaphysical plague, the faltering rescue), it has become a matter between artists, entertainers and policemen, rather than swordsmen, and the events of the first novels are touched on only as the most distant memories of allusions.

Well, as Harrison warns us, in a phrase that might be taken as a talisman: "All queens are not Mammy Vooley.... All heroes are not Ignace Retz." His characters constantly reprise and return to archetypal roles (queen, swordsman, magus, dwarf), as though playing with the masks of the hero, and yet never entirely fulfill them, or indeed lose their own identity in the effort, as Cellur, the immortal, alien maker of mechanical birds, forgets even his own identity across the vast stretch of time the novels allude to.

Indeed, memory is the basis on which Harrison constructs and deconstructs his city, likening it to a set of letters read and reread until the original meaning becomes unclear. In his important, elusive online essay "What Might it be Like to Live in Viriconium" Harrison argues against one of the standards of modern commercial fantasy: worldbuilding.
The apparent depth of the great fantasy inscapes—their appearance of being a whole world–is exhilarating: but that very depth creates anxiety. The revisionist wants to learn to operate in the inscape: this relieves anxiety and reasserts a sense of control over “Tolkien’s World.”
Viriconium cannot be mapped; it resists literalism. Hence, Viriconium steadily unbuilds, revises, breaks open its invented world. This is less a deconstruction, a taking the world apart, than a continuous revisioning, a seeing anew.

But one might ask, to see what anew? Defamiliarisation is a process, not a statement, so what does the work as such say in the end? One could assert that to make the world anew in each work is to renew our perceptions of it: a kind of recovery such as Tolkien describes. Harrison proposes that such strategies can serve to reveal the inevitable structures of power and language that define realities, political, social, and otherwise. Certainly, Viriconium is strongly concerned with world-views, the clash of alien and familiar umwelts, but it is not until the last novel, In Viriconium, that Harrison reveals his interest in the function of art, visual, literary, or otherwise. In this novel, the sword is replaced by the palette knife, as artists take over the roles of poet-warriors and queens. Just as Harrison's essay rehearses the tension between literary and commercial fantasy, this Viriconium has become sickly, moribund, trapped between the popular, meaningless commercial art of the High City and the ineffectual avant-garde pretensions of the Low City. Consequently, the gods of this city are equally ineffectual, literal dummies and figures of fun and revulsion.

The city is only saved when these gods are challenged and wounded, when an attempt is made to reconcile "high" and "low" art, to return to art-making as a first principle. Elsewhere, Harrison has indicated the metaphor is an activity, an exchange, like meaning, which cannot be reduced to a static formula. Viriconium is not so much a city as that process in action, boundless, metamorphic, iterative.

Of course, this sort of work cannot always satisfy: that's the point. Viriconium doesn't deliver a world, but glimpses of a shifting world view that you assemble as best you can. Sometimes, we fail, and we're left with the pieces, as the characters so often fail. This is not always the best thing for readers: we're provided with suggestions rather than resolution. In its place, we have Harrison's extraordinary, evocative, powerful language. Viriconium is a thrill to read, even if we're not sure what's going on, or what a "cynical room" consists of. Sometimes, characters seem to lack a critical agency; Harrison's female characters, most of all, are either figureheads or images of stoic acceptance.

This does not stop us from journeying towards Viriconium, or constructing it again in imagination and tracing its rise and fall. This ever-expanding, never resolved journey is the subject, suitably, of the last story in the collection. "A Young Man's Journey to Viriconmium" is a journey that can never be completed, or is likely to be punctuated with disasters, but in the middle of the story, a child's vision of a cafe interior reflected in the windows that look out on a garden, superimposing the two spaces, becomes a metaphor for the work that fantasy can accomplish, a moving and poignant vision of a world transformed. If you look for a plot in this story, or even continuity between scenes, you will be disappointed. But if, as in the last scene of the story, you want to keep digging in the storm, you will be rewarded.


Monday, November 25, 2013

The Night Land - William Hope Hodgson

The Night Land (1912), William Hope Hodgson's science fantasy of a decaying Earth darkened by the death of the Sun in a vastly remote future, should be regarded as unreadable. The pseudo-archaic language lumbers along, the plot is simple and largely descriptive, there is virtually no dialog, the characters are thin, there is an unpleasant thread of misogyny in the character relationships, and the whole mass is excessively long and repetitive.

But The Night Land is, after a fashion, a masterpiece.

The Night Land is less a narrative than a prose-poem, a setting, a mood, an evocation of entropy and dread in a world so old that human progress is over, the Sun is dead and only the end of all things, inevitable but hugely delayed, remains. Humanity has retreated to one last Redoubt, and can only wait for extinction. The world is desolate, ruled by threatening monsters, but their nature is utterly alien. Whatever the hero of the text can gain, it will be ultimately eclipsed by the destruction and failure of everything else. Hence, in a real sense, progress, narrative advancement, is futile. The book is really about a setting, a world of alien things and impending destruction, which can be barely named, let alone described.

Hence, the archaic language is an evocation of distance, of the alienating effect of so much time. The vague names of creatures – Watchers, Silent Ones – suggest their menace and unknowability. The routine story is really the only action that is possible when all human beings can do is rescue the remaining fragments and wall them up against the gathering darkness. Hodgson's fantasy edges closer to the logic and stasis of a dream. The Night Land is about creating an impression, a sense of dread, of the night closing in and a flicker of human resistance.

This, and the scope and boldness of the author's vision of a dying universe, is what makes The Night Land unique.

Wednesday, October 23, 2013

A comment about the Potterverse and fantasy


A critical note about the Harry Potter series. An unused fragment of my creative writing dissertation, which is not wholly fair, or reasoned, but represents my disquiet with this otherwise admirable series:
In the world of Harry Potter, magic has become procedural, teachable and formulaic (though we rarely, if ever, glimpse the history of those formulae). Hence, magic becomes a mechanical task, a technology, and is represented as heavily bureaucratised. The only character who defies the bureaucracy, who acts as if magic has personal, transformative power, is the antagonist Voldemort, the leader of a cabal of racists in a fascist coup. Rowling’s work is so committed to the coherency of her world and magic that she discounts or smothers magic’s transgressiveness, its dangerous potential.

Wednesday, August 7, 2013

Worldbuilding and the maker's hand

Worldbuilding has been on my mind recently, following the AULLA Conference at The University of Queensland, this item on the '7 Deadly Sins of Worldbuilding' on io9.com, and my own efforts at shaping the world of my new novel, A Hangman for Ghosts.

Writers of speculative fiction are often positioned at the forefront of worldbuilding, encouraged to consider everything from consistency to tactile detail. The late Iain M. Banks was a masterful world builder because his worlds were vibrant, present and sturdy, and he could shift between them effortlessly. The Raven's Seal was also an effort in world-building for me, because the city and its society had characteristics that were critical to the mystery, but the true pleasure as a writer was to animate that world and make it feel like a lived experience rather than a static stage-set.

But as I argued recently in a paper at AULLA, I've come to suspect that worldbuilding in conformance to elaborate rules of procedure and solely in service of verisimilitude is in danger of making fictional worlds dull, prosaic, uninteresting even. Invented worlds can never be complete, and trying to catalogue all their features and account for all their internal mechanisms is a mere technical chore. The economy of Airenchester can't be found in micro-economics. The prison colony of A Hangman for Ghosts is not merely an administrative relic. Worlds come alive when we see them not as constructs, but as metaphors, figures, characters. This is something that Iain M. Banks understood implicitly, and this is what drew me to the complexities and wonder of worldbuilding in the first place.