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Rethinking space opera

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A whole decade ago I blogged about a taxonomy of cliches in space opera, with a considerable checklists of things to watch out for in the space opera I was just then starting to work on.

This was almost entirely a background task for most of that time. During the period I was poking at the new space opera project I wrote: the Empire Games trilogy, the New Management trilogy, A Conventional Boy, The Labyrinth Index and The Regicide Report. So, nine other novels. Meanwhile the space opera went through two and a half rewrites, spawned a spin-off novel, and the spin-off novel is now getting its second rewrite, because Reasons (it has to be perfect: also, I'm going to go back to the original space opera next and finish that, too, probably next year, not to mention already having the first 50,000 words of a sequel.).

But anyway: the space opera project has resulted in maybe a third of a million words of fiction so far, and absolutely humongous quantities of world-building work. Which is why I'm now revisiting my earlier thoughts on space opera, to try to better understand what I'm doing here.

First, some clarification. What even is space opera, when it's at home?

While there's no short, concise definition of space opera, there's an extensive monograph on Space Opera in the SF Encyclopedia, tracing its roots back to the US pulp magazine sector around 1900 and following it to 1941, when Wilson Tucker defined it as the appropriate term for the "hacky, grinding, stinking, outworn, spaceship yarn": alternatively, space-adventure stories which have a calculatedly romantic element.

Let's stick a magnifying glass on top of that last phrase. Romaniticism in this context does not have anything to do with the romance genre of fiction (which focusses on love and relationships). Rather it's a shout-out to the romantic movement of the 18th to 19th centuries and its modern descendants, which prioritize passion, intuition, and individualism over social convention—the pursuit of beauty entails an interest in the exotic and mysterious, a celebration of the heroic and the divine, respect for the supernatural, and arguably the will to power and worship of force that took a darker turn in the fascist and totalitarian movements of the 20th century. Stick starships and light sabres and vast vistas of time and space on top of this and you can get an impression of where it's going.

As a romantic genre, space opera requires its protagonists to have enough agency (personal autonomy) to break out of their quotidian setting and have adventures—travel is a big part of this, for it cuts them free of the ties that bind, leaves family behind, and promises escape. To which end, the spaceship is central in space opera just as the sailing ship was key to the age of (ahem) sail. Trying to imagine Moby Dick or Master and Commander without sailing ships is like trying to imagine Star Trek or Star Wars without starships.

You can write romantic adventure-focussed SF without starships (use stargates/wormholes or just set it on a planet where adventure-shaped activities dominate the plot) but what you get then isn't space opera, it's a planetary romance.

(Planetary romance (the sub-genre Jack Vance was famous for) inherently places more constraints on what you can do with your fiction. You can't easily have a planetary setting which combines long travel times, high energy technologies and high population density, for example: long travel times imply no fast vehicles (no high speed rail or air travel, never mind spaceships), which are a side-effect of high energy technologies (internal combustion, gas turbines, big-ass electrical generators and HV grid of any kind) and you can't easily get to any of those things without a sufficiently high population density to support the industries that make them feasible (not just engineering and factories but universities and schools with mass literacy and mining) which in turn implies advanced agriculture—you've got to feed those cities somehow. (Memo to self: hunt down James Burke's Connections on video (they're somewhere on YouTube) and re-watch the series.) It also makes it difficult to justify sub-settings with wildly divergent levels of technology because that stuff leaks—to keep it out you need a North Korean level hermit kingdom, or totally impenetrable jungles that haven't been penetrated by colonialists, or something of that level. (NB: I have found a workaround for this, but I'm not going to spoiler the coming novels!)

Ultimately economics are your enemy if you want to write convincing romanticist fiction without turning into a fantasy-without-the-magic secondary world setting: all it takes is one country inventing capitalism and/or imperialism to muck it up for everybody else). And economics fucks with space opera too: ask yourself what markets plausibly exist for goods and services transported across interstellar distances, and after digesting Paul Krugman's Theory of Interstellar Trade (PDF) you may be left scratching your head.

My go-to answer for economics in space opera is that interstellar expansion/colonization is most plausibly driven by (a) religion ("manifest destiny" is a religious belief, built atop Genesis 9:7), or (b) escapist colonialism (but only if travel is cheap and compatible biospheres are abundant). In third place we probably get pyramid schemes (eg. Neptune's Brood by some guy called Stross: prior art for that one existed in the shape of colonial pyramid schemes, eg. the Darien Scheme which bankrupted Scotland, or the South Sea Bubble, which nearly bankrupted the British government a generation later). Then a long way down the list we get to trade in Veblen Goods, and maybe—if interstellar transport is very cheap—recreation. What the latter two items have in common is that they're status signifiers—the wealthy have been having yachting adventures while the peasants labor on their estates to pay for them for a very long time, and as for Veblen Goods, Faberge eggs are pretty obvious. So we have status as a driver for space opera: a side-effect of hierarchical social structures where the elite seek to maintain their status by signaling their affluence in various ways.

Did I mention hierarchical social structures and capitalism? The thing about capitalism is that it's a totalizing ideology, like the divine right of kings, or religious fundamentalism. It seeks converts, it refuses to be gainsaid, and it confers a competitive advantage on cultures that adopt it (as opposed to those that reject it). Yet, as Ursula le Guin said, "We live in capitalism. Its power seems inescapable. So did the divine right of kings. Any human power can be resisted and changed by human beings..."

Space opera embraces the romanticist outlook. This is inherently problematic, for it is capable of spawning totalitarian nightmares. To understand this point, I dare you to read Marinetti's Futurist Manifesto from 1909 and not recognize it both as a masterpiece of romantic rhetoric and as one of the founding texts of Fascism—very specifically the Italian Fascist movement (Nazism and Spanish clerico-fascism were later tumors on the rancid politics of violence and misogyny that Marinetti unleashed).

It's not possible to examine space opera, or planetary romance, and not acknowledge the pernicious fascistic imagery in both subgenres. Michael Moorcock wrote a magisterial essay about this nexus in the wake of Star Wars (the first movie): I strongly recommend reading his Starship Stormtroopers before pressing on if you're not already familiar with it.

Pace Le Guin, it is possible to write space opera that doesn't pander to fascism directly, as the late Iain M. Banks demonstrated. But even in his magisterial Culture series the pustules of fascism can easily be seen on the faces of the Culture's adversaries: from the Idiran imperialists to the Empire of Azad, perhaps most clearly in the character of the Affront, it takes a bad dose of fascism to introduce the romanticist element necessary for space opera to be perpetrated. Otherwise you're left with something like Inversions, which is a Culture novel with merely homeopathic traces of space opera remaining. Incidentally I make no apologies for assuming a familiar with the Culture novels on the part of the reader: if you haven't read it already, you're missing out, because it's the nearest thing I've seen to a refutation of the core conceit of might-makes-right inherent in the fascist strain of space opera. Iain wrote A Few Notes on the Culture in 1993 to explain what he was about: in particular, I was struck by this summary: The Culture, in its history and its on-going form, is an expression of the idea that the nature of space itself determines the type of civilisations which will thrive there. ... Essentially, the contention is that our currently dominant power systems cannot long survive in space; beyond a certain technological level a degree of anarchy is arguably inevitable and anyway preferable.

Totalizing ideologies like capitalism or Christian Nationalism aren't immutable, and opposition is possible. They rely on a perception of inescapability on the part of their subjects, and space opera should be the ideal fictional vehicle for escapism from such certainties: if our protagonists can board a starship and flee, there is in principle no reason why they can't shed the chains of a pernicious ideological system.

Now I want to cut to a different question. What about the human-scale story?

Space opera isn't usually a genre of high conceptual merit that tries to tell us something about the world we live in. It can be, in the hands of a determined author who knows what they're doing (I'm thinking specifically of Iain Banks, of Bruce Sterling's Schismatrix, of some of Alastair Reynolds' work—notably House of Suns) but it's more often deployed as a giant shiny backdrop for human-scale drama. Fiction is generally the art of confabulating plausible lies that illuminate the human condition, but stars and galaxies exist on a very superhuman scale: if we took them seriously as a setting they'd dwarf the merely human concerns of the protagonists—the emotional cursors that traverses the story universe—into insignificance, as in the more philosophical works of Olaf Stapledon. (For a fine example, see Anvil of Stars by Greg Bear.) Most of us don't have the imaginative flexibility to conceive of time scales significantly longer than a human lifespan and vistas larger than a single planet (and even that is a recent development: I think before mass intercontinental air travel our imaginative horizons were far more constrained). So a common problem in space opera is for the scale of distances to collapse: modern authors tend to fall back on the durations of international air travel, rather than thinking in terms of age-of-sail voyages, let alone more realistic interstellar durations at slower than light speeds. (Honorable exception to that one: Alastair Reynolds, and to a lesser extent, Ursula Le Guin's Hainish Worlds stories and Ken Macleod's Engines of Light tetralogy.)

A side-effect of the romantic outlook is a demand for individual human agency—that is, that despite the vast scale of the backdrop, the protagonists have the ability to effect change, or at least to change their own circumstances. Here in the real world most of us are trapped by situational constraints: our employment system is parodied as wage slavery for a reason. Opportunities for adventure are scarce, and your chances of self-betterment are minimal. (You can found a business and spend 30 years trying to become a millionaire, most likely to end in ignominious failure, or you play the lottery, be it by explicit gambling or by speculation on the cryptocurrency markets, but the game is rigged against you from the start.) Money in large quantities, as capital, exerts a gravitational attraction and we are individually just dust particles. So space opera tends to focus on protagonists who acquire individual agency, have adventures that take them away from the quotidian grind, and let them change themselves or the worlds around them.

A classic plot skeleton for this sort of fiction is the Hero's Journey template, as popularized by Joseph Campbell and demonstrated by George Lucas in Star Wars, and it's less-familiar-to-many sibling, the Heroine's Journey: interestingly the Heroine's Journey can be seen as an explicit rejection of the frenetic diktat of Futurism even though it's compatible with space opera, as demonstrated magisterially by Lois McMaster Bujold, whose Vorkosigan series is bookended by a Heroine's Journey narrative (starting in Shards of Honor, continuing in Barrayar, finally winding up in Gentleman Jole and the Red Queen)—and which holds the singular record for most Hugo awards for a single SF series (so this isn't just my opinion). Character development lives at the heart of both these templates, and I suspect you can't have a working space opera without the scope for such changes.

To briefly hark back to the Futurist/fascist imagery inherent in space opera: the Vorkosigan series is arguably Ruritanian romantic space opera set against a recognizable 19th century central European flavoured empire. (It's no accident that space opera emerged at the end of the age of empires, the turn of the 20th century.) Our main viewpoint character, Cordelia Vorkosigan, is a woman with modern sensibilities who effects change in that society to great effect, working largely behind the scenes as a noblewoman in that setting—indeed, that's the nature of her modified Heroine's Journey arc. (Assuming, of course, that you buy either the Hero's Journey or Heroine's Journey templates, both which are heavily influenced by Jungian psychology and early-to-mid 20th century conceptions of masculine and feminine gender identity, all of which are highly problematic in my opinion.)

Ultimately, though, the romanticist aesthetic is inimical to social convention and formalism—and also to sustainability. The romantic impulse renders space opera antithetical to solarpunk. A fictional setting composed entirely of wild individualists isn't going to end up as some sort of libertarian utopia, it's going to be a cat ranch: meanwhile someone needs to stay behind and tend the home fires, someone has to mind the grain silos on that "small farming planet", someone else needs to manage the shipyard that repairs the interstellar freighter. There's a lot of implied background in space opera, a civilization with enough surplus wealth production to build and operate starships, and this implies some degree of continuity—continuity of biosphere stability (or there'll be nothing to eat), continuity of infrastructure (including education/apprenticeships, to train/socialize the starship crews), continuity of the society our adventurer-protagonists emerged from. Social structures, governance, and politics are a given in every human society, and the romantic movement emerged from a very specific context that coincided with the age of enlightenment and the industrial revolution. Our protagonists are either privileged enough to transcend the daily grind or sufficiently motivated to take a hideous gamble with their own safety. And this tells us something about the constraints within which space operatic storytelling takes place—and my work-in-progress in particular.

Any questions?

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skywardshadow
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Custom Robo GX Full Localized English Translation

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Custom Robo GX for Game Boy Advance has received a full English localized fan translation. Custom Robo is an action RPG series where you battle with customizable robos the size of action figures....
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skywardshadow
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Unmissable Steam Next Fest Indie Demos

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Just when you thought you might be able to take a breath after all the summertime excitement, another tentpole event has arrived: Steam Next Fest. So save your breath because there are heaps of indies ready to take it away. It can feel a smidge overwhelming trying to pick out which to begin with when there are thousands of demos to choose from. But hopefully, the list below will help you wade into the rising tide and enjoy the indie surf.

Play as the Sovereign of a magical tower in this story-rich, Round Table management RPG. Recruit eccentric Knights, assign quests and balance egos whilst carving out your kingdom’s destiny. If destiny doesn’t go your way, keep turning back time, uncover secrets and rewrite fate again and again.

A time loop metroidbrainia where time is your best resource and secrets are your only upgrades. You’re the last of the Weavers, a remnant of a ruined society trapped in a glitching time loop. Explore what remains. Uncover the mystery. Perfect the loop.

Virtue? That’s for suckers. But fame? Priceless. Assemble unruly bastards into a mercenary squad and build your legend through reckless adventuring, bloody fights, lucrative looting, and dirty dealings. Choose your battles, and your allies, in this irreverent open-world tactical RPG.

The Transylvania Adventure of Simon Quest (TASQ) is a parody/homage platformer set in a dark 8-bit world. Your vampire-hunting rival robbed you of fame by killing Count Dracula first! Reclaim your glory by resurrecting Dracula piece by piece and slaying the dark count yourself!

HEAVYDELIC is a 2D Slavic Synthpunk Platformer broadcasting on dead frequencies. Synthetic psychedelia, comic art, VHS tapes, analog ruins & robots resurrected from Slavic mythology. Every asset is manually drawn by Eniac. Signal lost. Game found.

Rebuild a community one bottle at a time in this tiny delivery adventure with your pet cow Milki. Gather resources and upgrade your barn, then bike along dirt paths, breezy meadows, and seaside cliffs to bring fresh milk back to the sleepy countryside.

Capy Castaway is a cozy exploration adventure where a capybara pup and a clever crow solve puzzles, help lost animals, and explore a mysterious island after a devastating flood. Play solo or with a friend in this relaxing narrative adventure about curiosity, friendship, and finding your way home.

Roguecraft is a casual yet challenging turn-based roguelike, crafted for fans of classic dungeon crawlers and inspired by Lovecraftian horror. Explore procedurally generated dungeons with mysterious potions, scary chickens, and secret rooms waiting to be discovered!

Engineer the marble run of your dreams. No need to get it perfect – just release your marbles and let the good times roll.

Orcs don’t die: THEY RAGE! Embody their Warchief and lead them out of misery in this brutish strategy game with base-building, where one Orc outburst can turn victory into disaster. Forge bonds between units, shape their personalities, and unleash their true potential both in and out of battle.

Nurture your farm by day and defend your haul of crops from the thieving Trash Panda Posse at night. This farming and tower defense roguelite challenges you to grow powerful and symbiotic defenses to battle tough critters and rebuild your hometown one haul at a time!

In Colorbound, color is more than just hue. As Anku, an Aymara boy with a unique gift, you’ll harness the power of color to shape the environment itself, uncovering hidden paths to navigate challenging and complex puzzles.

Echoes of Mystralia is an action-heavy spellcrafting ARPG roguelite, where rapid combat meets deep customization. Craft your own spells, unlock new combinations, fight epic bosses, and discover a narrative-rich world that never plays the same twice.

The Tanuki Festival is just a month away, and the shrine is in disrepair. Follow Pon, a well meaning, if a bit lazy Tanuki with a part-time job at the Post Office, as he works to restore the shrine before summer ends. Deliver packages, make friends, and get the shrine ready for the big festival!

Slap stickers onto your cards and beat the score counter with astronomical multipliers in this roguelite deckbuilder! Collect snacks and Monstraks game-changers, flex your style, and crush Sticker Wizard’s challenges!

Woodo feels like a 3D coloring book you can touch, a relaxing puzzle-tale told through handcrafted wooden dioramas. A toy for those who never forgot how to be a child.

A solo collectible card game with the soul of a classic JRPG. Embark on replayable dungeon runs with deceptively deep, two-choice card combat. Draft items for your backpack, master chain attacks, and even crack a few card packs…then save the world from eternal darkness!

Meet the Merlies, a tiny birds community trying to find harmony in a cute post-apocalyptic world filled with the remains of a long forgotten civilization. Gather your birdies, explore this wild world with your tiny bird squad and complete your village out of collected scraps!

Blue Ridge Hunting is a co-op horror game set in the Appalachian Mountains. Solo or with friends, investigate, document, and hunt cryptids based on real sightings, legends, and eerie phenomena from the region. Are you brave enough to uncover the truth?

Build an army of aliens to invade Earth in DiceVaders, the roguelike dice game set in the same universe as StarVaders! SCORE BIG and DESTROY humanity!

Burn With Me is a story-centric deckbuilder filled with cozy dread and occultic mysteries. In order to summon a Personal Demon you’ll master inventive gameplay with position-based synergies, and permanently burn your cards and your soul.

Clean moldy messes as a brave food hero! Equip your high-pressure spray, choose the right nozzle, and clear away sticky messes in this cozy, arcade-style fridge-cleaning adventure.

Step back into the shoes of a curious photographer and set off on a brand new adventure all about uncovering hidden details, helping friends along the way, and documenting the world’s little wonders in TOEM 2, the sequel to the acclaimed TOEM.

Entropy is a tactical turn-based RPG inspired by classic JRPGs. Assemble your party of mercenaries and forge your own path towards an expedition into hell to stop the demonic incursion. Choices you make along the way will determine the fate of your world.

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Pixygarden English Patch Ver. 1.1

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The quirky and obscure space colonization game for the PS1 is now available in English! Pixy Garden is a simulation game where the player has to raise a group of 7 fairies (known as Pixy in this...
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skywardshadow
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English translation of Armored Trooper Votoms

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An English translation patch has been released for Soukou Kihei Votoms / Armored Trooper Votoms on PlayStation 2. The patch targets the Japanese release, SLPS_258.27, version VER = 1.01 / NTSC, and...
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skywardshadow
126 days ago
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Manga May – Yokohama Kaidashi Kikou

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Welcome back one and all to my yearly spotlight feature known as Manga May. It’s a pretty straight forward concept. I pick a few manga titles to highlight during this month, and post some neat reviews about what I’ve read. This year I selected one longer series (this one), an mid-length series, and one complete in a volume.

Of course, I had to start with one of the longer manga I’ve read (and reviewed) in awhile: Yokohama Kaidashi Kikou. It’s been on my radar for several years, so now that the full deluxe edition of the manga has published, I have no excuses. Not to mention that the majority of the volumes were available via my library, so it was easy to start.

It’s the end of the world, sort of. There seems to have been some sort of environmental disaster, and humanity is on the decline. Yet, for Hatsuseno Alpha – an android and namesake of the small cafe on the outskirts of Yokohama, it certainly doesn’t feel that way. Her owner is away indefinitely, so she’s in charge of the cafe where the customers are few and far between. This doesn’t dissuade her in the slightest though, whenever someone does come through the door she greets them immediately and with a smile. When she’s not in the cafe, Alpha explores with her trusty camera in hand, and goes the distance on her scooter.

For me, while this series is clearly set in the future: it’s the retro futuristic art and ideas that sold me. There’s something so charming about even just the cover art. The muted pastel color pallet that never overwhelms the eyes, just merely draws you in. The subtle detailing of the backgrounds, dreamy but with just one thing off about them. Alpha and friends in the foreground, with the most charming or contemplative expressions. The mere idea that at the end of the world, there’s still a tiny cafe on the outskirts of town with coffee beans and all, is both so absurd but feels so right.

There is something so compelling about the mundane nature of the series. Even at the end of the world, someone runs a cafe, a gasoline stand, or a delivery service. Alpha and company tend to reflect on the changes that occur, one day at a time, reminisce on what was, and have a quiet acceptance of said change. The story, despite this lack of action, continues on at a reasonable pace. It progresses as quickly as you read it. Stopping and starting the series, preferably with a physical copy, is highly recommended in my experience.

If you’re looking for more substance, there is some to be found. Mostly at the larger question of who exactly is Alpha’s owner anyway? As well as the musings, observations, and small investigations of Kokone as the story progresses. These are less concrete questions and ideas to be answered, but more things to ponder outside of your reading experience. They aren’t overwhelming in nature or tone, but give it some nice textures to break up the Alpha dominated narrative.

I’m personally a huge fan of Ashinano Hitoshi’s art style. There’s such a great consistency in his character designs. They blend together seamlessly, even the androids, to create a really harmonious work. The detailing in backgrounds and items is superb as well. There’s such a sense that even the newest items have wear and tear from practical use in them. The world truly does feel lived in, even at times worn out, but still remains a beautiful place worth exploring.

Overall, I highly recommend this series if you get the chance. It really does warm up your soul after a long day, and it’s not so narrative driven that you need to commit to reading it all in one go. You can come and go as you please, and you’ll rarely lose many details. I think the experience, as I mentioned before, works best when you have a physical copy as well. I believe Alpha would feel the same. Be sure to pour yourself a cup of something warm before reading.

As always, I still have two more manga to showcase. Those will come a later in the month, and will be admittedly shorter in terms of chapter count, but not in terms of impact. Be sure to support your libraries this month as well, even just walking through the door and staring at the shelves for five minutes means a lot!


“That’s all”.





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skywardshadow
132 days ago
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