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You Should Read This: The Blazing World by Margaret Cavendish

Portrait of Margaret Cavendish, the Duchess of Newcastle
Margaret Cavendish, Duchess of Newcastle and author of The Blazing World
If you want to explore the deepest roots of fantasy and science fiction, here’s a text that’s been obscured by time: The Blazing World by Margaret Cavendish, which is one of the first portal stories, in which a protagonist ends up in a world much unlike their own, as well as a Utopian novel. Written in 1666, it features a heroine who enters another realm, the Blazing World of the title, through an entrance located at the North Pole. There, she ends up becoming empress of a harmonious and progressive as well as wealthy kingdom.

Her kingdom is populated by races of talking animals: fox-people, bear-people, bird-people, etc. Eventually she decides to invade her former world, marshaling her forces and marching back to her homeland, using technology from the Blazing World in its defense.

Cavendish, who was the Duchess of Newcastle, evens writes herself into the text:

Hereupon a Councel was called, and the business debated; but there were so many cross and different Opinions, that they could not suddenly resolve what answer to send the Empress; at which she grew angry, insomuch that she resolved to return into her Blazing- World, without giving any assistance to her Countrymen: but the Duchess of Newcastle intreated her Majesty to abate her passion; for, said she, Great Councels are most commonly slow, because many men have many several Opinions: besides, every Councellor striving to be the wisest, makes long speeches, and raise many doubts, which cause retardments. If I had long-speeched Councellors, replied the Empress, I would hang them, by reason they give more Words, then Advice. The Duchess answered, That her Majesty should not be angry, but consider the differences of that and her Blazing-World; for, said she, they are not both alike; but there are grosser and duller understandings in this, than in the Blazing-World.

I found the book through Dale Spender’s excellent Mothers of the Novel, and one reason to read Cavendish is so she doesn’t get lost. So many of the writers Spender touches upon have been obscured, while their male peers remain, and give students the impression that only men were writing. Cavendish was a notable and prolific author of her time as well as an English aristocrat who spent time at the French court. Her life is well worth investigation, full of trials and tribulations as well as triumphs.

Other speculative fiction writers have referenced this book: Alan Moore in the League of Extraordinary Gentlemen and China Mieville in Un Lun Dun. You can find the book online in its entirety here.


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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?
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  3. What Games Are
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  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.

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You Should Read This: Jeff VanderMeer's Southern Reach Trilogy

Cover of AcceptanceI’m timing this post to come out before I’ve finished the last book of the Southern Reach trilogy, ACCEPTANCE, so I haven’t read the entire trilogy yet. But I recommend the overall trilogy based on my utter enthusiasm for the first two books, ANNIHILATION and AUTHORITY.

VanderMeer is one of the finest writers alive*, in my opinion, able to craft worlds that are eerie and beautiful and intriguing and, above all, unlike anything you’ve read before. Both ANNIHILATION and AUTHORITY are full of moments that smacked me in the face with their perception and beauty in a way that still leaves me thinking about them.

The books have that sense of the weird that haunts other works, like House of Leaves or The Crying of Lot 49. As though one were viewing the everyday world with a new lens, one that slants them, puts them askew, renders them mysterious. And they do it beautifully.

The publisher’s taken the unusual (increasingly less so, though) step of releasing all three books in one year — particularly awesome for those of us who hate waiting for the next installment to come out.

*Full disclosure: Not only do I know Jeff, but we’ve co-written a novelette, The Surgeon’s Tale, together. But part of my pleasure in that friendship/co-authorship is a deep awareness of how very very good his writing is.

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