U is for Universal Translator

In science fiction, whenever two characters from different planets or different alien races have to interact with each other, they almost always speak the same language or have some sort of universal translator that magically makes them able to communicate with minimal misunderstandings.  This is especially common in Star Trek, though it happens in just about every franchise involving a far-future space opera setting of some kind.

I’ve got to be honest, I think this is a cheap plot device that almost always weakens the story.  As a writer, it’s tempting to have something like this so you don’t have to deal with any pesky language barriers, but when you do this, you remove a major potential source of conflict, thus violating the rule of drama.  Also, you make your fictional universe feel a little less grand, your aliens a little less alien.  After all, if everyone can perfectly understand each other, then there must not be a huge difference between Earth and the far side of the galaxy.

There are some times when having a universal translator allows you to broaden the story and focus on other conflicts.  For example, if some sort of interstellar legislation is under review in the grand galactic council, you can’t spend all your time focusing on basic communication difficulties.

However, if this is the case, then you can usually overcome the language barrier through other means–a galactic lingua franca, for example, or translation tools that may or may not misfire on occasion (much like Google Translate).  Of course, if you’re writing a comedy like Galaxy Quest (or parts of Star Control II), then falling back on a universal translator is forgivable.  But if you’re going for believability and a sense of wonder, this trope isn’t going to do you any favors.

While linguists and technologists have been working on translation programs for some time (and admittedly making some significant breakthroughs), I’m extremely skeptical that we will ever develop a perfect universal translator in real life.  If we do, I expect we will have to develop a sentient AI as a prerequisite, since the nuances of language are so inseparable from the things that make us human.

Here’s how translation services like Google Translate work:

  1. They amass an enormous database of language material by scanning websites, newspapers, and other documents.
  2. They analyze this database to look at word combinations and frequencies, observing the likelihood that any one word will appear in combination with any others.
  3. They compare these combinations and frequencies with those in other language databases to match words and phrases.

This data crunch method of translation works fairly well for simple words and phrases, but it falls apart in the more complex grammatical structures.  I see this any time I try to use Google Translate with an Arabic source.  Arabic is an extremely eloquent language, with all sorts of structures that simply don’t work in English.  One mistranslated word can completely change the meaning of the entire text, and even when it works, the technically correct English translation sounds as if it’s full of errors.

The methodology also falls apart for languages that are too small to have much of an electronic database.  The Georgian language is a good example of this.  It’s spoken by only about 4.5 million people worldwide, most of them in the country of Georgia, which is predominantly rural.  Internet access for most of the population is very limited, and most Georgians who do communicate online tend to use the Roman or Cyrillic alphabets more often than their own.  As a result, Google Translate for Georgian is utterly useless–seriously, you’re better off just sounding out the letters and guessing at the meaning.  There are some other sites like translate.ge that try to fill the gap, but they seem to rely on actual lexicons, not databases and algorithms.

All of this is between entirely human languages that developed in parallel on the same planet–indeed, languages between human cultures that have traded and shared linguistic influences for thousands of years.  What happens when we encounter an alien race whose biology makes it impossible for them to make human-sounding noises?  Or an alien race that communicates through smell or electromagnetic impulses instead of sound?  What happens when humanity is spread out across hundreds of star systems, each of which periodically becomes isolated from the others for hundreds or even thousands of years?  When our definition of human is stretched so thin that we would not even recognize our far-future descendents as anything but alien?

There is so much wasted potential whenever a science fiction story falls back on a universal translator.  Case in point, compare Halo I, II, and III with Halo: Reach.  In the first three games, the Master Chief’s universal translator enables him to hear exactly what the enemy Covenant troops are saying.  This is great fun when you’re chasing down panicked grunts, but it tends to get old after a while.  In Halo: Reach, however, the human forces haven’t yet developed a universal translator, so everything the Covenant say is in their original language.  All of a sudden, the game went from a hilarious joyride to a serious war against aliens that felt truly alien.  That one little change did wonders to the tone and feel of the entire game.

Needless to say, you won’t find a universal translator in any of my books.  In Star Wanderers, the language barrier is the heart and soul of the story–it’s a science fiction romance between two characters from radically different worlds who don’t speak the same language, and yet overcome that to develop a strong and healthy relationship.  In Sholpan and Bringing Stella Home, Stella knows a language that is fairly similar to the one spoken by the Hameji, but there are still words and phrases that elude her.  This detail is critical because it impedes her ability to understand and adapt to the Hameji culture, leading to some major conflicts later in the book.

As someone who’s lived for significant periods of time in Europe and Asia and learned languages very different from English, I can say that the language barrier is not something that we as writers should avoid, but something that we should embrace.  There are so many interesting stories that can be told when two characters don’t speak the same language.  Please, don’t be lazy and write that out of the story through a cheap plot device!  Let your aliens be truly alien, and your worlds and cultures so fantastic that we can’t help but feel hopelessly lost in them.

T is for Terraforming

[NOTE: this post is a reprint of an earlier post from the Trope Tuesday series, which you can find here.]

The fantasy isn’t that Mars could actually look like this, but that NASA might actually get the funding.

One of the problems with interplanetary colonization is that Earth-like worlds are fairly rare (though possibly not as rare as we once thought). In our own solar system, the only other world that comes anywhere close (Mars) is a radiation-blasted desert with only the barest hint of an atmosphere and a surface temperature colder than Antarctica. To get around this problem, you can do one of two things: build an artificial enclosed environment to house the colony, or change the world itself to make it more Earthlike–in other words, terraform it.

The actual science of terraforming is way over my head far too complex to do it justice in this post. Instead, I’ll just point you to the Terraforming Wikipedia page as a starting point and focus on how the concept is used as a story trope.

According to tvtropes and Wikipedia, the term came from a 1942 novella by Jack Williamson titled “Collision Orbit.” The concept of changing the environment of an entire planet actually goes back much further, with H.G. Wells subverting the trope in War of the Worlds (instead of humans terraforming other worlds, the hostile Martians try to xenoform Earth to make it habitable for them). Before the U.S. and U.S.S.R. put probes on the surface of Mars and Venus, it was fairly common for writers to speculate that those planets were able to support human life, at least on a basic, rudimentary level. Once the science showed that that isn’t actually the case, terraforming as a story trope really began to take off.

Today, this trope occurs commonly across all ranges of the Mohs scale. Soft sci-fi stories (such as Firefly) use it as an excuse to have planets that look and feel like Earth. Hard sci-fi stories (such as Red Mars, Green Mars, and Blue Mars) use it as a fundamental premise, or to pose questions like “what is the ultimate destiny of human evolution?” or “how important is it to our species’ survival that we spread out beyond Earth?” Although it’s not something that we as a species have (yet) done, our present science seems to place it well within the range of the plausible, and that means that makes it fair game for any kind of science fiction.

In order to be believable, however, any significant terraforming project requires two things: resources and time. LOTS of time. We’re talking on the order of centuries and millenia here. Because of that, stories that use this trope generally fall into the following categories:

  • The terraforming happened a long time ago and is part of the world’s ancient (or near ancient) history.
  • The terraforming is on-going and directly impacts almost every element of the world’s culture and setting.
  • The terraforming has failed in some way, which may (or may not) make it a key element in the story conflict.

As with generation ships, the scope of this trope spans more than just the interests of a single character–it deals with the ultimate destiny of entire cultures and civilizations. In hard sci-fi stories, the planet that’s being terraformed may actually become more of a character in itself than the individual people who are terraforming it. Unless they have some form of immortality, they have little hope of ever seeing the ultimate end of it.

Of course, that almost makes the project more of a religion to the colonists than a science, with all sorts of interesting philosophical and story implications.

Why is this trope so widespread in science fiction? I can think of a few potential reasons. First, it hits on some of the key issues that lie at the very heart of the genre, such as the ultimate destiny of humanity and the ethical issues surrounding our ability to play God through the wonders of science. Also, it captures the imagination in a way that few other tropes can equal. Because the scope of any terraforming project is so vast, the implications touch on almost every key element of the story, including setting, character, and conflict.

But on an even more fundamental level, it hits on one of the key elements of any fantasy magic system: limitations. We can’t live on an alien world because the conditions are too hostile, but we can’t just wave our hands to make it Earth-like either. We have to undergo a painstaking, laborious process that could unravel at any point and throw everything we’ve worked for into chaos. We have to dedicate our whole lives to the project for dozens of generations before it will ever pay off. There are no shortcuts–none that won’t strain our readers’ suspension of disbelief, anyway. But if it all works out, then we will have created a new Earth–and how is that not magic?

Needless to say, I’m a big fan of this trope. I’ve used it in just about every science fiction story I’ve written, though I probably play with it the most in Star Wanderers. The main character of that story comes from a world where a terraformation project failed, having severe religious implications that drive the whole series. Sacrifice is largely set in orbit around a world that is midway through the terraforming process. Elswhere in the Gaia Nova universe, people build domes just as often to keep humanity from screwing over a terraformed world as they do to provide room to live on one that isn’t. After all this, though, I feel like I’ve only begun to scratch the surface of this trope. You can definitely expect to see it in my work in the future.

S is for Space Station

downbelow_stationPlanets are not the only setting for science fiction stories–space stations are common as well.  From the Death Star (“that’s no moon…”) to Downbelow Station, the Venus Equilateral to ISPV 7 to the Battle School in Ender’s Game, space stations are a major staple of any space-centered science fiction.

The reasons for this should be fairly obvious.  Before we can go to the planets and the stars, we need to have a permanent presence outside of this massive gravity well we call Earth.  The easiest and most logical place to expand first is to orbit, where supplies can be ferried up without too much difficulty and astronauts can escape in case of an emergency.  Indeed, with the International Space Station, that’s exactly what we’re doing right now.

In science fiction, of course, space stations go much further than they do in real life.  They’re often giant orbital cities, with thousands of people living and working there permanently.  Often, they feature some sort of rotating toroidal structure in order to simulate gravity.  If there are settlements on the planet below, the station often serves as a major hub for commerce, serving as a waypoint for interstellar merchants and wholesalers who ferry their wares up to orbit.  And if the planet is still being colonized, then the space station often serves as an important umbilical to the outside universe.

They can also have strategic value in the event of a war.  Battleships need to be serviced too, after all, and a station’s position in orbit can provide an excellent platform from which to bombard or lay siege to the planet.  Alternately, outposts at more distant locations like the Lagrange points can serve as a staging ground for future attacks–a sort of astronomical “high ground,” if you will.  If nothing else, abandoned stations may contain supply caches that can aid a fleeing starship, or provide shelter behind enemy lines, as was the case with the first Halo game.

Stations can come in all sorts of different flavors, from the puny to the magnificent.  The most eye-popping station of all is probably the Ringworld from Larry Niven’s series of the same name.  As the name would imply, the station is a giant ring–so huge, its circumference is the orbit of a habitable planet, with the sun at its center!  Gravity is provided by rotation, and night and day by giant orbiting panels that block out the sun at regular intervals.

My favorite stations, though, are the more realistic ones–the ones that I can imagine myself living on someday.  That was one of the things I enjoyed about Downbelow Station by C.J. Cherryh–her depiction of human expansion into space is eminently believable, and her stations are a natural extension of that.  I also really enjoyed her focus on the social dynamics of living on a giant station, and what it would be like to live in such a society.

The Battle School from Ender’s Game is another huge favorite of mine.  One of the advantages of building a structure in space is that gravity becomes malleable, so that some parts of the structure can simulate Earth-surface gravity while others leave people completely weightless.  The Battle School uses that to its advantage, with the main training room a zero-g laser tag battle arena, where the students have to learn how to stop thinking in terms of the planar dimensions, where “up” and “down” have any meaning.  It’s really quite fascinating.

It should come as no surprise that space stations pepper my own works.  They’re especially common in the Star Wanderers series, where few worlds have been terraformed and orbital platforms make up the majority of human living space (at least in the Outworlds).  In Sholpan and Bringing Stella Home, James, Ben, and Stella are all from a space station–a distinction that is especially useful for Stella, since her Hameji captors despise the “planetborn.” Genesis Earth takes that a step further, as spaceborn Michael and Terra have never been to the surface of a planet before until midway through the novel.  Just as going into space is paradigm shifting for us, the experience of walking on a planet proves just as transformative for them.

O is for Orbit

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One of the key things that makes space different from Earth is that nothing is ever stationary.  Anything close to our planet that isn’t moving at a good clip (measured in miles/kilometers per second) is liable to plummet like a brick.  Gravity is still in effect, even though you’re in free fall and thus don’t really feel it.

The way to get around the falling problem is to orbit whatever celestial body you’re plummeting towards.  When your tangential velocity gets high enough, gravity becomes your centripetal acceleration, and the system becomes rotational rather than discrete.  In other words, you’re still falling, but you’re moving fast enough to cross the edge of the horizon before you hit.

Just to give you a scale of how fast you have to go to make this work, the International Space Station (ISS) is orbiting at about 230 miles (370 kilometers) above sea level, and it makes a complete rotation around the earth every 90 minutes.  That means that the good folks who live and work up there see about 16 sunrises and sunsets per day.

If you’ve spent your whole life living planetside, orbital mechanics can be a bit difficult to grasp.  Here are just a few of the basics:

Since orbit is basically free fall, you don’t need to fire your engines to stay aloft.  In fact, once you’re parked in a stable orbit, you can stay there almost indefinitely.  This is how satellites work: we use a rocket to put them in position, but once they’re there all they need is a minor adjustment from time to time.  The moon is basically a giant natural satellite, and it doesn’t need any sort of thrust to stay aloft.

As objects fall closer to the body they’re orbiting, they orbit faster.  Just think about how figure skaters speed up when they pull their arms in closer to their bodies.  The main reason for this is that the object has a much shorter distance to travel to make a complete revolution.  To understand how this works, take a CD and measure the inside edge versus the outside edge.

However, since your tangential velocity is proportional to your centripetal acceleration (ie gravity), the way to jump to a higher orbit is to speed up.  Conversely, the way to fall to a lower orbit is to slow down.  An object’s angular momentum (mass X tangential velocity) is proportional to the distance of the object from the rotational system’s center of mass, so changing the object’s velocity will also change its distance from the center.

So if you’re in a spaceship and you’re about to collide with an object on a parallel orbit, the way to avoid it is not to nose your ship up like an airplane.  Instead, fire your engines and try to go faster (or slower, as the case may be).  It’s a bit counter-intuitive, but your altitude will change accordingly.  The anime/manga series Planetes really got this right.

However, even though you’re moving faster at a higher orbit, you have a lot more distance to travel, so it actually takes longer to make a complete orbit.  If you go high enough, you can eventually get to the point where the orbital period equals the rotational period of the celestial body you’re orbiting.  We call this a geosynchronous orbit.  If you’re orbiting around the celestial body’s equator, then to a person on the surface, it appears as if you’re stationary.  You’re not, of course–nothing in space really is–but both you and the person on the planet’s surface are moving in tandem, so that’s how it appears.

Ever wonder why satellite dishes all point in the same direction?  This is why.  The signal comes from a satellite in geostationary orbit, where it doesn’t move relative to the people on the surface.  Thus, if you know where to point your dish, you will always get a signal since the satellite doesn’t appear to move.

An orbit doesn’t have to be circular, but the barycenter (ie the center of mass for the whole system, where the mass of both objects cancels each other out) has to be at one of the focal points of an ellipse.  This is how comets work.  An object in an elliptical orbit will speed up when it gets closer to the object it’s orbiting, and slow down when it gets further away.

It’s possible–indeed, quite common–to orbit two celestial bodies simultaneously.  For example, since the Earth orbits the sun, anything orbiting the Earth must also orbit the sun at the same time.  If you’re close enough to the Earth, this doesn’t really matter since the Earth exerts a much more immediate force.  But when you get further away, interesting things start to happen.

A Lagrangian point is a point of gravitational balance between two orbiting celestial bodies of unequal mass.  Basically, they’re points of equilibrium where objects appear to remain stationary, so long as they continue to orbit in tandem with the other two celestial bodies.

In science fiction, these are great places to put space stations and other orbital settlements, since they appear as fixed points relative to the planet or moon that they’re moving around.  In real life, asteroids tend to clump around these points in a planet’s orbit, especially the L5 and L4 points.  Jupiter has so many of them that we call them the Trojans and the Greeks.

Since orbital mechanics can be a bit difficult to grasp, a lot of science fiction gets it wrong, especially space opera.  For a recent example, just look at the Halo series–unless those Covenant ships have some sort of magical drive, there’s no way they could hover above the surfaces of planets the way they do.  Orbiting does NOT equal hovering.  And in Halo: Reach, where Jorge knocks out the main ship for the Covenant advance force … yeah, if a ship that large actually fell from orbit into the surface of a planet, it would be moving fast enough to make a crater the size of a small continent, kicking up enough dust and debris to cause a mass extinction event like the one that killed the Dinosaurs.

At the same time, when a science fiction story goes the length to get the orbital mechanics right, it can add a surprising amount of realism.  A good example of this is Passage at Arms by Glen Cook.  I loved how he depicted the orbital siege of the main colony world, with the way the orbital space battles looked like from the planet’s surface.  The human forces were able to keep a toehold on space due to a low orbiting asteroid that the aliens couldn’t get to without exposing their forces to attack, and that served as the staging ground for the main characters to fight back.

For hard sci-fi, orbital mechanics is absolutely essential–you’ll be tarred and feathered if you get any of it wrong.  For soft sci-fi like space opera, it’s not essential, but it adds a lot to the story if you can get it right.  In any magic system, the limitations are what make it interesting.  If you’re writing science fiction, then physics is your magic system, so knowing how it works can really add a lot to your story.

For example, in the recent Schlock Mercenary storyline, the characters board a spaceship with an artificial gravity generator centered around a large cylindrical pylon that runs the length of the ship.  One of the implications of having Earth-strength gravity around such a small object is that you can actually throw a baseball into orbit.  And that’s just the beginning!  Needless to say, I’m really interested to see where Howard Tayler takes this story in the weeks and months to come.

Even though I write more space opera / science fantasy type stuff, I do the best I can to get my orbital dynamics right.  You can see this in the space battles in Stars of Blood and Glory and Bringing Stella Home, as well as the setting elements in Desert Stars.  When the desert tribesmen look up at the night sky, they gaze at the stars and satellites–hundreds of satellites, many of them starships bound for distant spaceports on the more civilized side of the world.  One of the reviewers said that the world felt so real it was almost like he could reach out and touch it, so I guess I did something right.  I’ll definitely keep it up in the future.

M is for Merchanter

CherryhMerchantersLuckCoverIf space is an ocean and interstellar colonization is happening on a grand scale, then it should come as no surprise that so many starship captains are intrepid merchants, traveling the galaxy in pursuit of a good business deal.  Whether they’re doing it legally as entrepreneurs or illegally as smugglers, you can find these guys in almost any space opera, from Star Wars and Star Trek to Firefly and Foundation.

Ever since Marco Polo and Sindbad the Sailor, intrepid merchants have played a major role throughout history.  The brave adventurers who travels to exotic locales to bring you all the best deals, these are often the guys at the forefront of exploration and expansion.  After all, Columbus sailed the ocean blue to find a better trade route to India–discovering a new world was just a side benefit.  The British Empire had its origins in mercantilism, forming the empire to protect their trade routes (and later, to secure markets and resources for their industrialized economy).

Unlike their real-world counterparts, however, space merchanters have a lot more challenges to contend with than sandstorms and bandits.  Science fictional universes are teeming with all sorts of exotic dangers, from black holes and solar flares to space pirates and strange alien races.  Unless FTL communication is in force, the immensity of space often makes it impossible to know exactly what to expect on your next FTL jump.  And then there’s all the normal space stuff, like busted airlocks and critical failures in the oxygen recyclers.

The best stories, though, are the ones that world build their merchanters to the point where they form their own distinct society.  This may overlap with the proud merchant race, though IMO it works best when it’s more than just a hat that everyone wears.  The merchanters from C.J. Cherryh’s Alliance-Union universe are a great example, where the entire society has restructured itself around the nomadic spacefaring lifestyle.  Another is Heinlein’s Citizen of the Galaxy, where the free traders have developed a strict social hierarchy that defines everyone’s role in running the spaceships.

Since space-centered science fiction largely grew up in the Cold War era, I wonder how much of this trope stems out of the clash between communism and capitalism.  The original Star Trek certainly shows a lot of Cold War influences, with the Klingons originally playing proxy for the Russians.  Is the genre’s fascination with the adventurous space merchant somehow an outgrowth of that world-shaping conflict?  And if so, how do the stories differ on the Soviet side?  It makes me wish I could read Russian, since the Soviets certainly had their own fascination with science fiction and space opera.

In my own work, this trope plays a central role.  Most of the major characters in my stories are merchants of one stripe or another.  James McCoy from Bringing Stella Home is the son of a merchanter, and comes from a mining colony where interplanetary trade drives the local economy (setting up the conflict for Heart of the Nebula after the Hameji take over).

But the trope takes special prominence in my Star Wanderers novellas, which was largely a reaction to C.J. Cherryh and Heinlein.  I wanted to create a spacefaring society on the starbound frontier that revolved not only around trade and colonization, but much more personal struggles like finding love and fighting loneliness.  In that sense, the stories are a lot more like Merchanter’s Luck than Downbelow Station–more about the lives of individual characters than the grand sweep of galactic history.

Either way, I’m a big fan of this trope.  If you’ve got any examples from your favorite books, please share!  Wish-fulfillment is a huge part of any fictional genre, and science fiction is no exception.  If I could leave it all behind to become a merchant to the stars, you can bet I’d do it in an instant!

L is for Lost Colony

worthingsagaAs we discussed in I is for Interstellar, space colonization is a major theme of science fiction, especially space opera.  Of course, things don’t always go smoothly.  Space is a really, really, really big place, and sometimes, due to war or famine or simple bureaucratic mismanagement, colonies get cut off from the rest of galactic civilization.  They become lost colonies.

Some of my favorite stories are about lost colonies: either how they became cut off, or how they reintegrate after so many thousands of years.  In many of these stories, the technology of these colonies has regressed, sometimes to the point where the descendents may not even know that their ancestors came from the stars.  When contact is finally made, the envoys from the galactic federation may seem like gods or wizards.

Because of this technological disconnect, stories about lost colonies often straddle the line between science fiction and fantasy.  After all, Clarke’s third law states:

Any sufficiently advanced technology is indistinguishable from magic.

Of course, the line between science fiction and fantasy has always been a fuzzy one.  Hundreds of attempts have been made to define it, but they all fall short.  In the end, it often breaks down to certain recurring tropes, like dragons and wizards versus ray guns and rockets, but even that doesn’t always work.

For example, Anne McCaffrey’s Dragonriders of Pern is technically about a lost colony far into the future, but it’s got dragons and castles and other tropes that belong squarely in fantasy.  Then again, the dragonriders have to fight alien worms who invade every few dozen years from a planet with a highly elliptical orbit, so there’s still a strong science fiction basis undergirding the whole thing.

And that’s just Dragonriders of Pern.  What about Marion Zimmer Bradley’s Darkover series, or C.S. Lewis’s Space Trilogy?  Trigun is more western than fantasy, but it’s also full of sci-fi tropes like giant sand-crawling monster ships and a weird post-apocalyptic backstory.  And then there’s all the Japanese RPGs that combine magic with mechas, with Xenogears as one of the best examples.  For a distinct Middle Eastern flavor, look no further than Stargate.

It’s no coincidence that all of these stories feature a lost colony of one kind or another.  When the characters don’t know that they’re living in a science fictional universe, it’s very easy to throw in tropes from other genres.  By no means is it required–Battlestar Galactica and Dune are evidence enough of that–but they certainly present the opportunity to do so.  After all, lost colony stories basically present a hiccup in humanity’s march of progress, breaking the essential science fiction narrative for all sorts of interesting side stories and tangents.

One perennial favorite of science fiction writers is to suggest that Earth itself is a lost colony from some other galactic civilization.  That forms the entire premise behind Battlestar Galactica: the original twelve colonies have been destroyed in the human-cylon wars, and the last few survivors are searching for the legendary thirteenth colony of Earth, hoping to find some sort of refuge.  Apparently, Ursula K. Le Guin’s Hainish cycle also plays with this trope, though she’s never very explicit with her world building.  It can be a bit tricky to twist the lost colony trope in this manner, but if pulled off right it can really make you sit back and go “whoa.”

My personal favorite is probably Orson Scott Card’s The Worthing Saga, about a colony of telepaths that breaks off from a collapsing galactic empire and actually becomes more advanced than the rest of humanity.  When Jason Worthing and Justice re-establish contact, the descendents of the galactics are basically pre-industrial subsistence farmers who view them as gods–which, in a certain sense, they almost are.

It’s a great story that really entranced me, not just for the science fictional elements but also for the distinct fantasy flavor.  Orson Scott Card’s handling of viewpoint in that book is truly masterful, so that I felt as if I were viewing everything through the eyes of his characters.  Since the farmers don’t know anything about their spacefaring ancestors, all the parts from their point of view feel like a completely different story.  It was really great.

My first novel was actually a lost colony story, combined with a first contact.  I trunked it a long time ago, but many of the earliest posts on this blog are all about my experience writing it.  As for my other books, Desert Stars contains elements of this, though the lost colony in question is actually a nomadic desert society that lives on the capital planet of the galactic empire, just outside of the domes where all the more civilized folk live.  Heart of the Nebula is basically about a society that puts itself in exile in order to escape the privations of the Hameji.  And in… no, I’d better not spoil it. 😉

The lost colony isn’t one of the flashier or more prominent tropes of science fiction, but it’s definitely one of my favorites.  It’s a great way to add depth and intrigue, as well as bend genres.  For that reason, I think this trope does a lot to keep science fiction fresh.

D is for Droids

droidsSome of the best-loved characters in science fiction don’t even have a heartbeat.  Why?  They’re robots, that’s why!

Unlike the mechanical “slaves” (the original meaning of the Czech root robota) that built your car or enable your GPS devices, these robots are a lot more human.  In fact, the word “droid” is short for “android,” which comes from the Greek root for “man” (andr-) and means “manlike.”

In other words, the thing that defines these robots is that they blur the line between machine and man.  And ever since they made their first appearance in some of the earliest works of science fiction (Frankenstein by Mary Shelley was arguably the first), that’s exactly what they’ve been doing.

Star Trek loves to play with this trope, from Data in The Next Generation to the doctor in Voyager.  But where the droids in Star Trek tend to be angsty and existential, the ones who populate Star Wars already know their place and don’t have any qualms filling it.

My first exposure to droids was when I saw the original Star Wars trilogy as a little boy.  An image of C3PO with his golden humanoid body wandering across the dune wastes of Tatooine will probably be stamped on my subconscious forever.  That, and the little traveling flea market the Jawas ran from their sand crawler.

One of the neat things about droids is that you can go either direction with them.  If you want to get all existential about the nature of humanity and whatnot, you can use them to explore those questions since they’re almost human but not quite.  On the other hand, if you just want an exciting space romp with some unique and interesting characters, you can bring them out as regular characters.

An advantage that droids have over humans is that they’re harder to kill and easier to bring back to life.  Star Wars leaned on this a lot, especially in episodes IV and V.  When R2D2 got shot in the battle of Yavin IV, right before Luke blew up the Death Star, I just about died.  And yet, they brought him back easily enough for the throne room scene because he’s a robot–all they had to say was “we’ll fix him up” and you knew that everything would be better.

So yeah, droids.  I haven’t done much with droids yet in my own writing, mostly because I’m a bit conflicted in my thoughts about the upper limits of AI (which I explored somewhat in Genesis Earth).  Most of my robots are actually cyborgs, and that’s something completely different.  Still, I can see myself playing with this trope at some point in the future, probably when/if I introduce some aliens or start a new series.

C is for Cryo

halo_cryochamber

I think every science fiction writer has a cryo (aka “human popsicle“) story sitting around somewhere, even if it’s just in the back of their head.  It’s one of those tropes that keeps coming back, just like the alien invasion, the robot apocalypse, and the Adam and Eve plot.

The basic concept is pretty simple, even if the technology is a bit more complex: a human or animal undergoes rapid freezing in order to put themselves into stasis for an extended period of time.  Months, years, or even centuries later, someone thaws and resuscitates them so that they wake up in a completely different time and place.

There are a lot of good reasons why going into cryo makes sense in a science fiction universe.  One of the more common ones is that the characters are colonists on a mission to an alien star, and their spaceship doesn’t have a faster-than-light drive.  Rather than go through all the trouble of building a generation ship, the designers instead built a series of cryo chambers to put the colonists into stasis for an extended period of time.  It might take centuries or millennia for the ship to reach its destination, but when it does, the colonists wake up as if it’s just been a long, dreamless night.

In The Worthing Saga, Orson Scott Card has a somewhat unusual rationale behind the prevalence of cryo in his universe (though they call it “hot sleep,” and it’s induced by a drug called soma).  Only the rich can afford the technology, and the imperial overlords very carefully regulate the use of it so that there’s a clear hierarchy based on who goes under for the longest amount at a time.  It’s a way for the citizens to achieve a simulated form of immortality, by skipping five or ten years every year or two of their lives.

In the Halo video game series, the UNSC uses cryo as a way to preserve their greatest military assets, the Spartans, for the times when they’re needed.  The first game in the series starts when John-117, aka the Master Chief, is awakened just as the starship Pillar of Autumn crash lands on a mysterious alien structure.  Like something from an old Norse legend, the third game ends when the Master Chief seals himself into the cryo chamber of a derelict starship, telling the AI Cortana “wake me when you need me.” (highlight to view spoilers).

So why are cryo stories so prevalent in science fiction?  For one thing, they’ve been floating around in our cultural subconscious a lot longer than the genre has been in existence–just think of Sleeping Beauty or Rip Van Winkle.  For another thing, the science is not that far-fetched.  Certain animals can be revived after extended periods of frozen stasis, and according to the New York Times, it’s happened at least once with a human being.  Science fiction has a long history of turning fiction into fact (for example, Arthur C. Clarke and communication satellites), so perhaps it’s only a matter of time before human cryotech becomes a reality.

I’m definitely a fan of this trope in my own writing.  Genesis Earth has a chapter with a rather horrific cryothaw scene, which I later spun off into a short piece titled “From the Ice Incarnate.” I haven’t played with it much in my latest books, but in Heart of the Nebula which I hope to publish later this year, the cryotech plays a very important role in the plot.  And if I ever write a prequel to my Gaia Nova series showing how that universe got started, it will feature a cryo colonization story.  The main premise of that series is that a group of human colonists fled 21st century Earth and went into cryo to colonize a distant corner of the galaxy, but when they woke up, they couldn’t find Earth anymore, so it became something of an ancient holy legend (which is a major driver for Desert Stars).

A is for Aliens

cantinaAlien races–what would science fiction be without them?  They’re as fundamental to the genre as elves and dwarves are to fantasy.  If you’re reading a book and an alien being from another planet shows up on the page, that in itself is usually enough to make the story science fiction.

My first exposure to aliens came from Star Wars IV: A New Hope, which I saw as a kid sometime back in the early nineties.  The cantina scene with the weird, catchy music and all the frighteningly creatures both scared and fascinated me.  Here were a bunch of humans, mingling with these things that looked like monsters as if nothing were strange or unusual.  In fact, it soon became clear that these weren’t monsters at all, but regular people–that is, as regular as you can be without being human.

I think the main reason for including aliens in a space opera story is that it makes the setting feel more exotic and otherworldly.  It can also add all sorts of interesting possibilities for plot and character, depending on the different capabilities of the various alien races and the way their culture shapes them.  Babylon 5 is a great example of this, with the characters from each alien race interacting with each other in ways unique to their various cultures.

One way to think of science fictional aliens is to put them on a spectrum with two extremes.  On the one side, you have the more familiar aliens–the races from Star Trek, for example, which are basically human-like except with weird skin or bone ridges to physically distinguish them.  On the other side, you have the truly bizarre–the kinds of aliens that are so different from us, we cannot possibly conceive their thoughts or the way they see the world.

The main advantage of the more familiar alien types is that they’re easy to understand and relate to.  Yeah, they may look weird, but they don’t think or act much differently than the Russians, or the Arabs, or whatever human culture they roughly parallel.  In fact, it’s not uncommon in fiction of this type for the aliens to be less “alien” than the Japanese (at least, in Western fiction–obviously, it’s different in manga and anime).  This, in turn, is the main weakness with aliens of this type: they are so readily understandable that it’s easy to lose that sense of otherness.

The main advantage of the more extreme kind of alien is that it can make a much stronger impact, which makes for a more compelling and thought-provoking story.  For example, the Hypotheticals in Robert Charles Wilson’s Spin trilogy are so fascinating because we know so little about them.  They have the power to shape entire worlds, manipulating space and time itself, and yet none of the reasons behind what they’re doing make sense–if indeed there’s any reason behind it at all.  Or in Octavia Butler’s Xenogensis trilogy, it’s not too hard to figure out what the aliens are trying to do, but the way in which they do it, impregnating the main character through their tri-sexual biological capabilities makes for a profoundly disturbing story.

The disadvantage, of course, is that aliens of this kind are much more difficult for readers to relate to.  If the aliens are so advanced that their thoughts transcend our own, or if their sensory organs are so different that we cannot possibly conceive of how they see the world, then it’s very difficult for us to get inside of their heads.  For this reason, aliens of this kind tend to become more of a force of nature than actual characters–or characters in the aggregate, in the way that humanity is the main character of most of Arthur C. Clarke’s books.

Personally, I’m more of a fan of the extreme alien type.  The universe is so vast, and our understanding of it is so lacking, that it rings a lot truer to me.  The odds that we are alone in the universe are so infinitesimally small that refusing to believe in the existence of aliens would be akin to believing in 1492 that the Earth is flat, and yet if/when we ever make contact, I can’t help but wonder how different from us they’ll be.  So much of what we take for granted is just a fluke of our particular circumstances here on this planet–the chance combination of so many variables that changing any one of them would completely rewrite the story of how our species evolved, much less our civilization.

There is a place for the more familiar aliens of space opera, though. They make for some very entertaining stories, provide a fun escape from this world when that’s what we need.  They also give us a chance to look at ourselves through a lens that strips away our stereotypes and prejudices.  We might have some very strong opinions about immigrants, for example, or people of a different race or color, but none of us are prejudiced against Sand People, or Klingons, or Androsynth.  In space opera, most alien races are loosely based on real-world cultures, so it’s possible to draw parallels without all the cultural and historical baggage.

In a sense, all fiction is just the culture speaking to itself, so when we read about aliens we are really reading about ourselves.  Encountering the Other in a non-threatening fictional world enables us to face the real-world Other with understanding and compassion.

I haven’t written very many alien stories yet, but I have a couple cooking in the back of my mind.  Genesis Earth has an alien encounter with a bit of a twist to it, but the characters in my Star Wanderers and Gaia Nova series are all human (well, mostly).  If/when I do introduce an alien race, I plan to do it right, which will almost certainly involve a first contact story.  But that’s for Saturday’s blog post, not today’s.

Stars of Blood and Glory coming out soon

So last year about this time, I wrote a novel in the Gaia Nova universe.  Usually when I sit down to write a novel, it falls apart about midway through the first draft, or I have some kind of a break down, or something else comes up and I have to put it on hold for a while.

From start to finish, this one came out in about six weeks.

Even the title, Stars of Blood and Glory, really seemed to stick (usually, I go through three or four lame titles before finding one that works).  It took a lot of energy to write it, but the writing process itself was fun.  Seriously, everything just came together and the story practically wrote itself.

However, writers can often be notorious judges of their own work.  For that reason, I set it aside and tried not to touch it for a few months (I did rework the first couple chapters, but later ended up cutting out most of that stuff and going back to the original version, which was better).  Over the summer, I picked it up for the first revision, and while the scenes were out-of-order and a few of them were missing, but for the most part, everything that was there seemed pretty good.

Just to be safe, I sent it out to some first readers and laid it aside for another six months.  I didn’t hear back from everyone I sent it to, but those who did read it said it was pretty good.  The problems they found were relatively minor, or could be fixed relatively quickly, without having to overhaul the story.

To be perfectly honest, this blew me away.  My first drafts are usually really messy, and require a lot of work before they’re any good.  But this one…this one seems different.  This one, I might have just nailed it <fingers crossed>.  And if that’s indeed the case, it’s probably better not to risk revising it to death, or polishing the voice right out of it.

It’s always a scary thing to send a book out into the world.  However, I think the time to send out this one has come.  I’m going to do one last revision pass, just to make sure there isn’t anything too egregious, and then I’ll send it out to my editor and commission the cover art.  If all goes well, I’ll finish the revision next week, and publish it in ebook and print-on-demand sometime in February.

As an indirect sequel to Bringing Stella Home and Desert StarsStars of Blood and Glory has a lot of recurring characters.  Here are some of them:

  • Captain Danica Nova
  • Master Sergeant Roman Andrei Krikoryan
  • Rina Al-Najmi
  • Stella McCoy, aka Sholpan

Besides that, here are some of the other cool things you can expect to see:

  • A far future Japanese-Polynesian society on an ocean planet with giant floating cities.
  • A Hameji offensive, with massive space battles and planetary slaggings.
  • A lonely boy emperor who fears that he’ll never live up to his father’s dying wish.
  • A runaway princess who wants to experience everything the universe has to offer.
  • A young Hameji prince who yearns to prove himself in the field of battle.
  • A cyborg mercenary who feels like his humanity is slowly fading into irrelevance.
  • An unlikely assassin whose mind and body are not completely her own.

All of this comes together in a war of epic proportions that will determine the fate of the last free worlds in the galaxy.

So yeah, I’m really excited about this story.  It’s a departure from some of the more intimate (and less action-y) science fiction romances I’ve been putting out lately, but in all of the right ways.  If you read Bringing Stella Home and wondered when you’d get a worthy sequel, well, this is it.  And hopefully, it’s just the first of many.

Expect it to be out in ebook and print-on-demand sometime next month.