2021 Wrapped

Below is a big list of pretty much everything we published on the Vector site this year (and there’s more on the main BSFA site too).

We’ve decided to mostly give our “Best SFF of the Year” feature a skip this year. Hopefully it will be back next year.

But here’s Wole Talabi on African SFF in 2021. And in lieu of other ‘best of’ features, here are a few links to various roundups on other sites …


Here’s Nick Hubble, guest editor of the latest Vector, on their 2021.


What has the Vector site has been up to this year? Quite a bit, it turns out! Most of the reviews were originally published in The BSFA Review ed. Sue Oke, and some of the articles originally appeared in Vector print editions. Going forward, fiction reviews have moved to the BSFA main site.

Interviews and Roundtables

Reviews

Articles and Miscellaneous

ConSpire

Some videos from ConSpire, our online mini-convention with Foundation, coinciding with both organisations’ AGMs, can be found on the main BSFA site.

The Needle and the Wedge: Digital Games as a Medium for Science Fiction

By Monica Evans. This academic article was first published in Vector #291.

Abstract: This article examines the relationship between digital games and science fiction. Digital games are predisposed to science fiction content for two reasons: game developers, at every historical point, have been science fiction fans, and therefore tended to make games with science fiction content; and digital games’ dependence on rapidly-changing technology makes them a natural fit for science fiction content and themes. Furthermore, even games that may not have overtly science fictional themes at the level of content can still be interpreted as examples of science fictional culture, through their capacity to mobilise interactions between technology, mechanics, narrative, and the imagination and emotion of their players. Game developers, science fiction authors, and the increasing number of creators who are both at once, have a great deal of territory to explore, to continue discovering how best to use this naturally science fictional medium to express what it means to be technological, computational, and human.

  • Review: This article underwent editorial review from two editors.
  • License: CC BY-NC-ND 4.0.
  • Citation: Evans, Monica. 2020. The Needle and the Wedge: Digital Games as a Medium for Science Fiction. Vector #291, pp.15-24. Summer, 2020. 
  • Keywords: digital games, video games, science fiction, speculative fiction
  • DOI: 10.5281/zenodo.6533414

In 1962, four computer science students at MIT, looking for something interesting to display on their new PDP-1 minicomputer, turned to science fiction. According to Steve Russell, the group’s core programmer, they started with “a two-dimensional maneuvering sort of thing, and decided that naturally the obvious thing to do was spaceships” (Brand 1972). Before long, two ships – one long and thin, the other a squat triangle – could engage in an interactive, physics-based dogfight, and Spacewar!, the world’s first digital game, was born. 

Spacewar! may have been the first, but it was hardly the last. A staggering number of successful, influential, and critically-acclaimed games can be categorized as science fiction (Krzywinksa and MacCallum-Stewart 2009), from classic arcade games like Asteroids and Space Invaders to major franchises like Metroid, Halo, StarCraft, and Mass Effect; critical trailblazers like Portal, Half-Life, and Bioshock; indie darlings like Thomas Was Alone, Soma, and FTL; and recent critical and commercial favorites like Horizon Zero Dawn, Nier: Automata, and even The Legend of Zelda: Breath of the Wild. In the absence of science fiction, an equally staggering number of games can be classified as fantasy, horror, or broadly speculative – to the point that it’s uncommon, if not rare, for a digital game to be set in a non-speculative, mundane world. 

Continue reading “The Needle and the Wedge: Digital Games as a Medium for Science Fiction”

The Tragedy of the Worker: Toward the Proletarocene by The Salvage Collective

Reviewed by Lars Schmeink.

Tragedy-of-the-worker

The Tragedy of the Worker: Towards the Proletarocene. The Salvage Collective. Verso, 2021.

Julian Rosefeldt’s video installation Manifesto (2015) has Cate Blanchett reading out various manifestos from the 20th century, each of them declaring a specific artistic view on the world as central to its time and circumstances. From Futurism to Fluxus, from Dadaism to Situationism, from Vorticism to Dogme 95. The outlier in all of this, or maybe the underlying basis, seems to be the Manifesto of the Communist Party (1848) by Karl Marx and Friedrich Engels, which Blanchett intones as the film opens with the image of a lit fuse: “All that is solid, melts into air.” If Marx and Engels’ Manifesto is the spark that ignites the imagination of artists and writers to manifest their thoughts against the state of the world, that is against the capitalist system that subsumes us all, then maybe The Salvage Collective’s The Tragedy of the Worker is the moment that the fuse finally catches the powder and blows the system to bits and pieces. Well, probably not. Let’s be realistic. As the Salvage writers say themselves, the publication was “born out of defeat” (102) and carries with it a “certain political pessimism” (103), and it seems unlikely that one more left-wing publication about the climate crisis and its connection to the death cult of capitalism could make much of a difference. But it is a convincing one, one that is well-argued, poetically written, and with both dry cynicism and fiery revolutionary talk to light the spark in those still on the fence about how to change this world for the better.

So if you are looking to up your argument game for the next debate about capitalism, then here is your manifesto. Salvage Collective draw the connection between the climate catastrophe we are experiencing and the underlying mechanics of capitalism, revealing—you all guessed it—that within capitalism’s main logic of accumulation, the destruction of this planet is inevitable, it is part of the program. Working through different aspects of the issue, the essay explores the deceiving promises of “Green Capitalism,” the historic failure of generating a “Red Plenty” after the October Revolution, the upcoming fight for Arctic resources and the “Politics at the Poles”, as well as the need to be watchful of the establishing of a “Green Fascism” erupting as climate migration grows. Overall, The Tragedy of the Worker is a manifesto of sorts, rallying those on the left to see centrist politics as part of the problem, calling for more radical visions, claiming the need to stop capitalist’ accumulation dead in its tracks, or else … Or else—and that might be the issue of why Tragedy is not igniting the powder keg—it is simply too late. The writers close with acknowledging that it is already too late, that systems are too entrenched, and that left-wing politics would need to be so radical that they are “unrealistic […] an indication of how much would have to be achieved, and how quickly consent gained for radical new ideas, coalitions assembled, tactics innovated, the unthinkable realised” (86). For a manifesto, this is too dark. There is no call to arms, no utopian moment of hope. And that in itself might be why the essay is even more necessary, why we need to realize the catastrophic path we are on. Not to make it all better, but to stop it from becoming even worse. That is the tragedy of us all.  


Lars Schmeink is Leverhulme Visiting Professor at the University of Leeds and project lead “Science Fiction” for the federally funded “FutureWork” research network at the Karlsruhe Institute of Technology. He inaugurated the Gesellschaft für Fantastikforschung and served as its president until 2019. He is the author of Biopunk Dystopias (Liverpool UP, 2016) and most recently the co-editor of Fifty Key Figures in Cyberpunk Culture (Routledge 2022) and New Perspectives on Contemporary German Science Fiction (Palgrave 2022).


Copyright Lars Schmeink. All rights reserved.

Global Tolkien – A Roundtable

Following the interest generated by the Tolkien and Diversity panel at Oxonmoot 2020, (hosted by Sultana Raza), another panel on Global Tolkien was proposed and accepted by the Tolkien Society for Oxonmoot 2021. The idea for this panel was formed because of a troubling trend among some SFF and Tolkien enthusiasts against diversity in fandoms and interpretations of SFF writers. Luckily, the Tolkien Society doesn’t seem to ascribe to this view, and has been encouraging further dialogue on this topic.

The panelists included Sultana Raza (also the Moderator), Ali Ghaderi (Iran), María Fernanda Chávez Guiñez (Chile), and Gözde Ersoy (Turkey). Gözde Ersoy (assistant-professor of English Literature at Muğla Sıtkı Koçman University, Turkey) also briefly presented a video of an online event she had organized with school children in Turkey, on the Tolkien Reading Day, where they’d read an excerpt from The Hobbit in Turkish.

The following roundtable was written after Oxonmoot was over, and is an approximation of some of the points discussed during the Global Tolkien panel, which was accompanied by comments in the chat from the lively audience. A hybrid event, the Global Tolkien panel took place via Zoom (with 300+ viewers), while the organizers and a few participants logged in from Oxford where they were attending Oxonmoot in person. While there was quite a bit of interaction amongst the panellists, it’s not possible to re-create it in this written format, as the texts were sent in by email. The following roundtable contains spoilers for all of Tolkien’s stories mentioned below. Disclaimer: The opinions presented in this roundtable are those of the speakers, and not necessarily of the Tolkien Society.

The abstract of Global Tolkien was sent to the panellists beforehand, in form of broad but poignant questions:

Why does Tolkien’s fiction have a global appeal? Why are people from all continents drawn to Tolkien’s stories? What does that tell us about common human values? Only works of depth and substance can garner such a massive following all over the world. Conversely, have the 6 Peter Jackson films, and various games drawn in fans who’re more interested in the action/adventure or violence, and war aspects of the films and games than in the core values embedded in the stories? Should we encourage diverse readings of Tolkien from different geographical locations? Can this coming together of readers from different countries foster an international fellowship, as outlined in his books? Or conversely, should his fans be confined to people of just one race or ethnicity? If the interpretations, readings, or ideas of POC readers are not acceptable by some fans, then should these POC readers be allowed to consume these books/films/games? Should POC fans be limited to being consumers, but not commentators or scholars of Tolkien? Is it even possible to limit POC fans from engaging with, and commenting upon Tolkien’s works? Due to the recent wave of cancel culture, to what extent can we re-read or re-contextualize Tolkien’s works to fit in with our fluctuating world view?

Continue reading “Global Tolkien – A Roundtable”