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You Should Read This: Herland by Charlotte Perkins Gilman

Cover for feminist utopian novel Herland by Charlotte Perkins Gilman.
"There is no female mind. The brain is not an organ of sex. Might as well speak of a female liver." - Charlotte Perkins Gilman
Last week, I pointed to one of the foremothers of science fiction, Margaret Cavendish, the Duchess of Newcastle, and her work The Blazing World. Herland comes several centuries later (in fact, it’ll be exactly a century old in 2015) but it’s just as important a landmark in this often murky territory.

Charlotte Perkins Gilman was an American editor, writer, and lecturer whose short story “The Yellow Wallpaper,” about a woman’s descent into madness, is often revisited in college literature classes. She was a single mother who supported herself by writing — no small accomplishment today, let alone at the time she was doing so, the late 19th and early 20th centuries.

Herland is often treated as though it stands alone, but it’s actually the middle volume of a trilogy, preceded by Moving the Mountain in 1911 and followed by With Her in Ourland in 1916. The work was originally published as a serial in a magazine called The Forerunner that Gilman edited; it did not appear as a complete book until 1979, when Pantheon Books published it.

Herland is a utopian novel, in which three men, Vandyk (the narrator), Terry, and Jeff stumble across a civilization where the women reproduce asexually and there are no men. This turns out to lead not to a perfect civilization, but certainly one that seems more appealing than the one Gilman found herself in. Gilman uses the book as a device with which to explore constructed ideas of gender. It is an appealing society in many others; in others, it’s a bit cold and calculating. Girls who are overly rebellious or mouthy, for example, will not be allowed to reproduce.

One of the things that’s refreshing about the book is that it’s not written as though the lack of males is a deficit that warps society. Instead, it’s simply the way things are, and the Herlanders seem capable of getting along quite well without it.

Gilman was one of the important suffrage speakers of her time and a bit of a polymath. If you want to go further into her writing, I suggest a piece of nonfiction, her work on economics, Women and Economics: A Study of the Economic Relation Between Men and Women as a Factor in Social Evolution, which originally appeared in 1898.

You can find Herland online in its entirety at Project Gutenberg, along with much of Gilman’s other work.

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You Should Read This: The Face in the Frost by John Bellairs

Cover of fantasy novel The Face in the Frost by John Bellairs.
The books have been reissued, but this is the cover I'm familiar, and which immediately evokes the book for me. I love the magic system in it - read the book to see why.
John Bellairs wrote a host of children’s books, including one of my favorites, The House with a Clock in Its Walls, and a single adult novel, The Face in the Frost. I wish the ratio had been in the opposite direction, because The Face in the Frost just has such an engaging world and characters that I would have loved more of it. Much, much more. It’s a woefully slim little book, and I will not claim that it has the world’s most satisfying ending, but it delights me in so many ways.

Much of the book’s richness lies in the banter between the two old friends (there’s only one place it falls flat, and it says something about the quality of the texture elsewhere that the flat spot drives me a little nuts every time I read it), who are both skilled and eccentric wizards. The friendship is a longtime one, built of mutual affection, exasperation, and shared experience. Pieces of this book are a buddy roadtrip, taken through a series of small kingdoms, some only town-sized, and the supernatural menace is one that is genuinely haunting.

I’ve read other books by Bellairs, but with the exception of The House with a Clock in its Walls (which has lovely Edmund Gorey illustrations as a bonus), I find that his children’s literature falls flat for me, though I know it’s well-loved by many middle-graders. For me, it lacks the menace that both Face in the Frost and Clock in Its Walls hold.

I used part of the first paragraph for the description of Prospero’s house for our clan housing on Dark Castle MUD, (back in the innocent days of the early Net when the majority of us had no idea what copyright meant); for all I know (and hope) it’s still there, but I somehow doubt it. Here it is, for your delectation:

Several centuries (or so) ago, in a country whose name doesn’t matter, there wa a tall, skinny, straggly-bearded old wizard named Prospero, and not the one you are thinking of, either. He lived in a huge, ridiculous, doodad-covered, trash-filled two-story horror of a house that stumbled, staggered, and dribbled right up to the edge of a great shadowy forest of elms and oaks and maples. It was a house whose gutter spouts were worked in the shape of whistling sphinxes and screaming bearded faces; a house whose white wooden porch was decorated with carved bears, monkeys, toads, and fat women in togas holding sheaves of grain; a house whose steep gray-slate roof was capped with a glass-enclosed, twisty-copper-columned observatory. On the artichoke dome of the observatory was a weather-vane shaped like a dancing hippopotamus; as the wind changed, it blew through the nostril’s of the hippo’s hollow head, making a whiny snarfling sound that fortunately could not be heard unless you were up on the roof fixing slates.

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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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