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You Should Read This: Shelter by Susan Palwick

Cover for Susan Palwick's science fiction novel Shelter
For writers, it's worth reading the book a few times in order to see how the points of view, particularly that of the AI, are handled.
Shelter by Susan Palwick is one of the reasons why I will never question the use of anything, be it shoe, gun, elephant, or even a rope, as a protagonist. That is because one of the multiple viewpoints it’s told from is that of a house, or to be more precise, the AI running it, and it is done so in such a way that it is integral to the story as well as entrancing.

Palwick is one of my favorite science fiction writers. She can wring your heart dry or make you laugh, and I always emerge from one of her stories still wrapped in it, thinking about it for hours, sometimes days afterwards, unfolding some of the thoughts arising in answer to the questions and observations she presents.

Jo Walton talks eloquently about Shelter in a column for Tor.com, which I read earlier this year in the collection What Makes This Book So Great (also highly recommended). Walton also calls out the point of view:

The book opens with the third narrator, House, an AI convinced it isn’t an AI. AIs are illegal in the US because they’re defined as legally persons, and therefore owning them is slavery. There’s also the AI terrorism problem… The House’s point of view is done beautifully. It feels entirely real, entirely immersive, and you can really believe the way it reasons its way through decisions. The book begins in the “present” of the story, during a very severe storm (global warming has got worse) and goes back to the earlier events that led to the world and the relationships we’re given at the beginning. Palwick directs our sympathies as a conductor directs a symphony. The twenty years of history and events we’re shown, from different points of view, build up a picture of a future that has clearly grown from our present. Every detail has second-order implications””you have bots doing the cleaning, so you have people afraid of bots, and people who think doing your own cleaning is a religious act, and you have sponge bots trying to stem a flood as a metaphor for people unable to cope.

In my Writing Fantasy & Science Fiction Stories class, we often look at the first paragraphs of works to see how much gets set up in it. Palwick’s constructs a world that clicks neatly in place as each sentence unfolds:

That same morning, Kevin Lindgren’s house warned him not to go outside. The house knew the sky was dangerous. Everyone knew. Kevin didn’t even need a house with a brain to tell him: all the newscasts said so, and special bulletins during the soap operas and talk shows, and, most especially, the sky itself, gray and howling, spitting sheets of rain and barrages of hailstones. Kevin himself knew that the sky was dangerous. Not fifteen minutes before he left the house, he’d watched a gust of wind pick up the patio table on his back deck and blow it down Filbert Street. Filbert wasn’t really a street at all, here; it was actually ten flights of steps leading steeply down Telegraph Hill to Levi Plaza and the waterfront. The patio table was teak, and quite heavy, but even so, the wind sent it a long way down the steps, until finally it came to rest in a neighbor’s garden. It could just as easily have gone through the neighbor’s roof or window.

Palwick is a writer I watch for. With her books it’s not so much a question of whether I’ll buy them as when. She’s also written one of my favorite replies to Daniel Keyes’ Flowers for Algernon in the title story from her collection The Fate of Mice. Anything by Palwick is good, but Shelter shows how marvelous SF can be in the hands of a master.

#sfwapro

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You Should Read This: The Dictionary. Any Dictionary.

Picture of the Oxford English Dictionary.
The narrower the definition of a word, the more likely it is to delight me.
I love the dictionary. I have, in fact, been known to dip into it for pleasure, to swoon with delight at a new word like lacustrine or neritic. When I was in grad school, we played a version of Balderdash that far predated the boxed set, using an American Heritage dictionary that still sits on my shelf.

What: Any book of words that tells you what’s built into them, whether it’s a dictionary of hobby-related vocabularies or a more complete overview. I’ve got a shelf’s worth of them, including a number of foreign language dictionaries and the beloved Compact edition of the OED my brother gave me one year.

Who: If you are someone who uses words, and want to make sure you are using them correctly, use a dictionary. A while back while I was teaching at Hopkins, a student handed in a piece that was unsettling in a way I’d never encountered before, consistently misusing words. When we talked about it, she revealed she’d written the piece and then used a thesaurus “to make the words fancier.”

Why: If you are going to write, you must know how to use words. They are the basic building block of the trade. Read the dictionary in order to use them with rigorous precision, an appreciation for their history, and an understanding of their grammatical use.

When: All the time. On your phone. While waiting for your bus. When you want to refill your tank of words.

Where and how: The deeper the dictionary, the more interest it holds for me. I like specialized dictionaries that list fashion terms or kinds of birds or words taken from other languages.

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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.

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