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You Should Read This: The Essential Rumi (Coleman Barks translation)

Picture of 13th century ecstatic poet Rumi, illustrating blog post about his work by speculative fiction writer Cat Rambo.
He was not bits of husk, or a puddle that freezes overnight or a comb that cracks when you use it, or a pod crushed open on the ground. He was fine powder in a rough clay dish. He knew what both worlds were worth: a grain of barley.
I first discovered Rumi’s work when I was in graduate school. It spoke to me in a way that few other poems had, seeming to pluck out the questions I had and showing me that the answer was already there.

What:Translation is an art form, and Coleman Barks’ translation does the poet justice. Rumi was a 13th century Persian mystic poet who may well be the most popular poet in America, given how often lines of his poetry show up on Pinterest.

Stop acting so small. You are the universe in ecstatic motion. -Rumi
Rumi may be the most pinned poet of all time.

Who: I cannot think of anyone who would not benefit from this book, particularly if you like poetry.

Why: Read this if you’re interested in simple language presenting wild and wonderful ecstasy. Read it if you’re wondering where you belong in the world or what you should be doing in it. Read it for lines that will linger with you.

When: Read this when you are first falling in or out of love. Read it when your soul is thirsty.

Where and how: Read this in intervals, taking time to savor each piece and turn it over in your head.

#sfwapro

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Jeff VanderMeer's Wonderbook: The Illustrated Guide to Creating Imaginative Fiction

Picture of Wonderbook by Jeff VanderMeer
It's a gorgeous book, and I've skimmed through some tasty tantalizations in it so far.
I’ve been following Jeff’s posts about this book, which is a very VanderMeerian approach to writing theory, for a while, and so I danced around a bit when this arrived in yesterday’s mail.

If you haven’t heard of it, here is the description from the Amazon listing:

This all-new definitive guide to writing imaginative fiction takes a completely novel approach and fully exploits the visual nature of fantasy through original drawings, maps, renderings, and exercises to create a spectacularly beautiful and inspiring object. Employing an accessible, example-rich approach, Wonderbook energizes and motivates while also providing practical, nuts-and-bolts information needed to improve as a writer. Aimed at aspiring and intermediate-level writers, Wonderbook includes helpful sidebars and essays from some of the biggest names in fantasy today, such as George R. R. Martin, Lev Grossman, Neil Gaiman, Michael Moorcock, Catherynne M. Valente, and Karen Joy Fowler, to name a few.

It’s a freaking GORGEOUS book (to the point where I’m surprised by the relatively low price, given how glossy it is). I spent some of last night flipping through and being delighted. I’m looking forward to a more careful read. Highly recommended.

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You Should Read This: A Theory of Fun for Game Design by Raph Koster

Cover for A Theory of Fun for Game Design by Raph Koster
One of the many nice things about the book is the illustrations, which are both informative and quirkily entertaining. Highly recommended for anyone who likes games on either the design or playing side of things.
There are some books I loan reluctantly or not at all; this is one of them. This is because it used to be hard to get (nowadays you can find it in both electronic and hardcopy form), and it’s such a charming, useful little book for thinking about game (and narrative) design.

A Theory of Fun for Game Design is written by an author who deeply loves games, understands how they work, and believes in them as an art form. As the forward by Will Wright notes, Koster brings a multi-disciplinary method to the examination of games, pulling out basic concepts and breaking them down in a way that is both easy to understand and enjoyable to read. Accompanying his pithy observations are cartoons illustrating each concept, such as the illustration accompanying “Stories are powerful teaching tools in their own right, but games are not stories,” in which one student says to another, “I beat the last level of Ulysses last night. I had to use god mode for the end boss. Molly is really tough!”

A listing of the chapters provides a good sense of the book:

  1. Why Write This Book?
  2. How the Brain Works
  3. What Games Are
  4. What Games Teach Us
  5. What Games Aren’t
  6. Different Fun for Different Folks
  7. The Problem with Learning
  8. The Problem with People
  9. Games in Context
  10. The Ethics of Entertainment
  11. Where Games Should Go
  12. Taking Their Rightful Place

With Gamergate still brewing merrily on Twitter, those last few items seem particularly important. “The Ethics of Entertainment” contains all sorts of useful stuff, including a passage about end user experience typical in Koster’s wry, succinct summations:

The dressing is tremendously important. It’s very likely that chess would not have its long-term appeal if the pieces all represented different kinds of snot.

He goes on to say something that resonates with recent discussions:

The ethical questions surrounding games as murder simulators, games as misogyny, games as undermining traditional values, and so on are not aimed at games themselves. They are aimed at the dressing.

Koster extends that even further, saying directly “Creators in all media have a social obligation to be responsible with their creations.”

Despite Koster’s correct insistence that games are not stories, for writers, Koster’s book is well worth reading. A lot of the material overlaps with the ways people enjoy stories, particularly the section about the brain.

The book may also change the way you perceive games when playing them, mainly because Koster talks about them in terms of an art form, like a story or a painting, rather than the trivial pursuit label that sometimes get slapped on such entertainments. Koster believes deeply in the evolution of games to something as immersive and enlightening as any other media.

#sfwapro

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