For the long time readers of this blog it shouldn’t come as any surprise that I’ve been watching Star Trek since I was a child and to this day still watch the reruns. In fact, in the last couple of years I’ve been watching the H&I “All Star Trek” block every day. As a result, though I don’t actually pay attention to every episode (I’ve seen all of them several times before), reruns of Star Trek have been running as the background track to my daily activities for quite a while. It’s habit, mostly, and every once in a while I’ll look up from whatever I’m doing to either watch one of my old favorites or come to recognize some of the flaws that I overlooked as a kid. The franchise taught me a lot about speculative fiction, for better or worse, and to this day I appreciate it for what it is – flaws and all.
One of the flaws that Trekkies debate constantly is just how consistent some aspects of the world actually are. Continuity is a big deal to the average nerd, and continuity tends to get stepped over often for the sake of an individual episode’s plot. As I’ve said in the past, while the little details may not necessarily matter to the plot, they’ll usually matter a lot more to your audience than you expect them to. And one of the greatest inconsistencies in Star Trek over the decades lies in the distances they travel and how fast they actually do it. Everyone is familiar with the idea of “Warp Speed” and has an understanding that it’s faster than light, but only Trekkies are aware that there are times when Warp Speed is sometimes less about the speed of light and more about the speed of plot.
“Oh god,” I can hear you saying, “a Trekkie is about to complain about numbers, just like mom warned me would happen.”
But when I bring this up I don’t bring it up as some jackass with no life who obsesses over the details of fictional worlds. No, I bring this up as a writer with no life who obsesses over the details of fictional worlds. You see, there’s something to be learned not only from the inconsistencies but the reaction those inconsistencies get. It’s been long known that Star Trek’s technobabble can be a barrier for entry for some audiences, but something often overlooked is that there are times when decisions are made, for the sake of technobabble, that actually run counter to their intention.
Because, you see, when you really look at those numbers you realize something: the writers rarely had a clue of what any of them meant – so how could we? Continue reading The Ridiculous Scales Of SciFi
Your audience’s expectations are a strange balancing act. People like the familiar, they cling to the well worn and comfortable, but they can just as easily reject something as being unoriginal. We’re hard wired to want something that we recognize but at the same time demand something new, meaning that we’re often put off by things that are either too familiar or too unfamiliar. And, generally, we go into everything that we read, watch, or play with some expectation of what we’re going to get and what we want from it.
You’re under no obligation to meet all of these expectations, of course, because it’s impossible to hit every single expectation thrust upon you. But, as I mentioned not too long ago, you shouldn’t just brush off those expectations either. If you prep someone to expect a payoff, you owe a payoff, and using someone’s expectations without intending to include a payoff is eventually going to backfire. So clearly there are two completely different kinds of expectations – those that work for you and those that work against you.
The question is: how do you figure out which are which? Continue reading Balancing Expectations
(I hate that I have to say this, but this is a fictional account of the history of a fictional world. I do not believe these things, nor should you, as I am making them up. If I receive any comments that I did not do my research into these events, you will be mocked.)
In the Agent of Argyre series of books, there is an organization called the Alter Control Task Force. Though ostensibly an organization for policing activities of the Alter race, an attempt to prevent an eventual race war, they are actually representatives of a city-state on the ocean: The Republic of Argyre.
The Republic of Argyre, an artificial island anchored to an oceanic ridge in the pacific, is a city-state established by Alters for the sake of harboring their kind and establishing a relationship with the mainstream human population. Despite being an artificial island and attached to no primary landmass, the city’s structure is capable of potentially supporting all 12 to 15 million active Alters on the planet.
How did a race of people who’ve lived in hiding for centuries manage to construct such a city? Why would they build their city in the middle of the ocean? Where did they get the resources for such a task? In the Alterpedia Historia, we will answer these questions and discover the history of the Alters. Today we address… Continue reading Alterpedia Historia: Fangtowns
Anyone who’s had any exposure to other people will know at least one person who’s said that there was no such thing as a new idea anymore. These people come in a few flavors, from the people who say that all “new” ideas are really amalgamations of old ideas to the ones who endeavor to be pedantic by pointing out that “ideas” were just things waiting to be discovered and someone would do it eventually. But the most common, and arguably the most annoying to creators, is the cynic who believes that we’ve run out of ideas and that creativity is dead. And, frankly, when you look at the swath of similar products coming out at once from studios and publishers, it’s kind of easy to see where they’re coming from.
From the perspective of these people, once any idea is put out there, everyone is going to race to copy it as fast as possible. There’s no coincidence between similar products, it’s all a matter of quick cash grabs. After all, how else can you explain so many similar stories being put to print and film back to back? It’s hard to argue with, because we can all see with our own eyes how publishers and studios can churn things out. So whenever one thing becomes successful, dozens of copycats will follow up. Is a dystopian YA story the new big thing? We’ll see 20 of them by the end of the year. Did a formerly terrifying monster suddenly become sexy? We’ll run that into the ground. And if you’ve managed to put out something original in that time, there’s a good chance you might get lumped together with the others whether you knew of them or not.
But what those cynics don’t realize is that often this race to hit the iron when it’s hot usually means the studios and publishers are digging up old submissions or overlooked IPs, and that the creators behind those ideas generally had no idea the others existed – but came to the same idea anyway. Continue reading Multiple Discovery