The Speculative and Surrealist Origins of Spanish Modernism
Ángeles Santos’s painting, Un mundo [A World](1929), is a large surrealist composition one may easily miss if one is too eager to reach Pablo Picasso’s Guernica (1937) in Madrid’s Reina Sofia Museum. In 1929, at the age of seventeen, Santos presented Un mundo at the Ninth Autumn Salon of Madrid where prominent Spanish intellectuals like Ernesto Giménez Caballero, Vicente Huidobro, and Federico García Lorca noticed her work. The three-by-three metre painting projects a surrealist world not unlike literary utopias of the early twentieth century. A world in the shape of a cube hangs suspended by angels in the sky. Female figures clad in dark dresses race down a staircase, reaching towards stars that serve as anchors for this small world. The image is equally precarious as it is carefully crafted. Santos painted the self-sufficient world with the same dark, muted palette as the cloudy blue sky. There, one can see into buildings as miniature humans go to work, play sports, and ride the steam train that snakes its way across each side of the cube. What lives do these people lead? What references to modern Spain can be found in this painting and similar works of literature? How might we recognize the contributions of women within this milieu?
Paul Minott worked as a leading graphic designer for over thirty years, working for numerous international design consultancies in London and abroad. He ran a successful partnership in London before embarking on a teaching career at Bath Spa University. He now works making one-off abstract prints using an etching press.
James Gillham completed a practice-led Ph.D. in Fine Art at the University of Reading in 2014, researching capability via the intersection of institutional demands and intersubjective expectation. He continues this research by painting the Humpty character from Olaf Stapledon’s Last Men in London, and by seeking similar representations in Science Fiction. James lives and works in Wiltshire, and is the cover artist for the latest issue (299) of Vector.
Marcel Duchamp, The Bride Stripped Bare by her Bachelors, Even (The Large Glass), 1915–23. VIA CREATIVE COMMONS/COURTESY PHILADELPHIA MUSEUM OF ART
Marcel Duchamp’s famous work The Large Glass (1915-23) has been duplicated numerous times, by artists such as Richard Hamilton (1965) and Ulf Linde (1961). Duchamp’s approval of these pieces emerges from his established interest in the ready-made, but also points to a more nuanced conception of time situated in popular contemporary European Modernist thought.
Nude Descending a Staircase, No 2 (1912) is perhaps the most explicit example of this interest with temporality, but the glass mechanisms such as Rotary Demisphere (Precision Optics) (1925) bring these engagements into clearer focus. These spinning devices suggest an investigational approach to time’s passage – expansions and contractions operating between objective measurement and subjective experience.
Duchamp’s ludic approach to time has interested artist and printmaker Paul Minott for many years, and is the impulse behind Minott’s latest work: Portrait de Voyage dans le Temps. Portrait de Voyage dans le Temps is an Artificially Generated visual essay, showing Marcel Duchamp alongside his various time machines.
Minott discusses Duchamp’s Modernist conception of time and how this appeared in Duchamp’s artwork – while finding parallels with contemporary use of Artificial Intelligence to generate images – with fellow artist James Gillham.
Imagine fighting your way across dangerous terrain to finally enter The Library, a vast stronghold containing thousands upon thousands of priceless arcane tomes, each one filled with the world’s most valuable knowledge… and then imagine that you can’t look at any of the books. Most of them have no titles on their spines, the majority are identical copies of each other, and the only one you can read opens to a single page, containing a single paragraph of text that immediately sends you away on yet another quest.
The above description applies to any number of digital games, in which impressively beautiful libraries are common but functional ones are rare. Most in-game libraries exist as graphically interesting settings with little-to-no interactivity, and those with readable books or bookcases present only snippets of information, often limited to minor world lore, game hints, or easter eggs. Players rarely interact with an in-game library in a meaningful way, and more rarely still take any game actions that mimic or simulate the way libraries are used in real life. In short, libraries as a concept are underused by speculative game developers.
Fortunately, a small but growing sub-genre of games center on library-like mechanics, in which players spend most of their time collecting, organizing, and distributing or protecting information about the game world. In these games, players are not using an in-game library as much as they are creating and maintaining one, and can even be seen as embodying the library itself. Two recent examples are In Other Waters (2020), in which the player helps a xenobiologist explore, catalogue, and understand an alien ecosystem; and The Return of the Obra Dinn (2018), in which the player must extrapolate the names, positions, and ultimate fates of the crew and passengers of a missing merchant vessel, information they are responsible for reporting, or choosing not to report. These examples and others suggest the existence of a “library game,” in which the player’s interactive experience focuses on collecting, organizing, and distributing in-game information, regardless of whether a traditional library appears in the game at all. The library game makes use of the naturally archival structure of digital games, in which massive amounts of in-game information and content is organized and efficiently presented to players, and allows for game experiences focused on the aggregation and understanding of knowledge, as well as the player’s ethical responsibility as the curator of that knowledge. Ultimately, the library game is an appealing new direction for speculative game design, and is particularly effective when it positions the player not as a patron but as the librarian, or the library itself.
Obra Dinn logbook
Libraries in Speculative Digital Games
The relationship between libraries and games is less straightforward than it seems. An online search for the term “library games” often turns up libraries looking to add digital and analog games to their collections (Snyder Broussard 2012; Forsythe 2021; Haasio, Madge, and Harviainen 2021), or discussions about the difficulties of archiving and cataloging games for reference (Kaltman, Mason, and Wardrip-Fruin 2021; Sköld 2018; McDonald et al. 2021). In game development, a “game library” is a collection of code or assets intended for reuse, often as part of a larger framework or game engine (“GameDev Glossary: Library Vs Framework Vs Engine” 2015; Unity Technologies 2022). Additionally, game engines can be used as platforms for large-scale projects in citizen science such as Foldit (2008), an experimental puzzle game in which thousands of users folded protein structures and catalogued their results; or for the curation and dissemination of real-world information. The most famous of these is the Uncensored Library, a collection of banned reporting from countries without press freedoms that exists in a free-to-access Minecraft server (Maher 2020; Gerken 2020). Libraries also make for popular content for analog and other non-digital games, including Biblios (2007), Ex Libris (2017), Gutenberg (2021), and The Big Book of Madness (2015).
In addition to the above, there are a remarkable number of fictional libraries in digital games, especially those with speculative content. Libraries appear in games as varied as the action-horror game Bloodborne (2015), indie games Night in the Woods (2017) and Undertale (2015), classic platformers like Castlevania: Symphony of the Night (1997), action games like Assassin’s Creed Origins (2017) and Shadow of the Tomb Raider (2018), adventure games like The Longest Journey (1999) and Darkside Detective (2017), numerous role-playing games from Chronotrigger (1995) to Octopath Traveler (2018), nearly every game in the Final Fantasy series, most games in the Legend of Zelda series, and most major ongoing massively multiplayer role-playing games from World of Warcraft (2004) to Final Fantasy XIV (2014). Dungeons & Dragons’ Candlekeep Library appears in multiple digital games, mostly notably Baldur’s Gate (1998). An accurate recreation of the Boston Public Library appears in the post apocalyptic Fallout 4 (2015). Even Halo: Combat Evolved (2001), best known as a fast-paced multiplayer shooter, includes the infuriatingly difficult and famously reviled level “The Library” in its single-player campaign (Burford 2016). In short, libraries are so common in digital games that they are arguably harder to avoid than to seek out.
In-game libraries vary widely in both content and use. Games with fantasy settings often include a traditional book-and-scroll-laden library inhabited by scholars or spellcasters who provide information, share secrets, and send players on quests. In these non-technological spaces, books are valued as physical objects that can be retrieved, collected, or stolen, as with the lost tome that begins Cyrus’ story in Octopath Traveler (2018) or the numerous books that can be collected, read, and organized in the player’s home in The Elder Scrolls V: Skyrim (2011). In addition to physical libraries, science fiction games often also feature a digital archive that serves as either an extension of the player’s user interface or a technological macguffin that must be found, hidden, repaired, or destroyed. All three are present in Horizon Zero Dawn (2017), in which heroine Aloy uses a Focus, an information-gathering augmented reality device, to uncover the Zero Dawn project, both a digital archive and physical library space that originally protected the core knowledge of human civilization from an extinction-level event. Horror games commonly present libraries as ruined or abandoned spaces in which the player’s only goal is to survive, as with the Duke’s Archive in Dark Souls (2011). As with much popular media, games rarely make a distinction between libraries and archives (Buckley 2008), but both are prevalent in speculative digital games, regardless of whether they are appropriately labeled.
Despite their prevalence, most in-game libraries exist more as graphical backgrounds than truly interactable spaces. Generally, players can interact with only one or two plot-important books or with bookcases that provide a single relevant paragraph of information, as in Garregh Mach Library in Fire Emblem: Three Houses (2019). It is also common for a game’s books to be represented by a few duplicate art assets, as with the beautiful but heavily replicated piles of books in What Remains of Edith Finch (2017). Few games present libraries of a specific type: exceptions include the explicitly academic library that serves the students of the College of Winterhold in Skyrim (Lai 2022) and the rural, small-town library in Stardew Valley (Lai 2021). Even fewer games allow players to take library-like actions, such as checking out books or searching through the stacks for specific pieces of information.
“The computer” – a character unnamed save its technological form – is one of the most enduring characters of Star Trek, spanning multiple generations of hardware and software over a 250-year period ranging from Enterprise in the 2150s to Picard in 2399. The prominence of the computer as an information agent, and the repeated deployment of “the archive” as a mysterious space of potential discovery[1] has the effect of overshadowing a more familiar figure from our own era: the librarian. In this article, we take the librarian as the starting point for understanding the information landscape of Star Trek. What, in the universes of Star Trek, do librarians do, and how do those activities relate to the scope of librarianship in the real 21st century? We find the visible librarian pushed into a stereotyped corner, where a large swath of activities associated in particular with modern data librarians simply disappear from view. In this future landscape, it is as if data organizes itself – or at least, we are led to assume as much. We see the utopian embodiment of this process through Data, who both has access to these vast knowledge stores, and a positronic brain to deploy that data and interact with the world at a level where he is deemed sentient. But another form that data takes is “the computer”, which is narratively relegated to the background as a service worker, however complex that service may be upon closer interrogation. As one of the services computers perform, often hyper-invisibly, in the Star Trek universe is translation, we conclude with a case study of how translation depends not only on advanced computation, but an enormous amount of data – including cultural and linguistic information we might assume resists datafication. We pair examples from a few novels with a corpus of 774 Star Trek novels, using digital humanities text analysis methods to draw together those examples – much as one might do by calling upon the computer.
By Linna Fredström, Laura Pereira, Simon West, Andrew Merrie and Joost Vervoort
Examples from a small city in the middle of a Swedish forest
‘We live in capitalism. Its power seems inescapable. So did the divine right of kings. Any human power can be resisted and changed by human beings. Resistance and change often begin in art, and very often in our art, the art of words.’ Ursula K Le Guin
Intro and motivation for study
A growing body of research is calling for radical transformation of society to avoid catastrophic levels of climate change and create a more sustainable and just future (Adger et al., 2009; Westley et al., 2011; Kates, Travis and Wilbanks, 2012; Patterson et al., 2017; Fazey, Moug, et al., 2018). Such transformation will disrupt political and economic structures as well as knowledge and value systems, and require fundamentally changing “norms, values, and beliefs; rules and practices, such as laws, procedures, and customs; and the distribution and flow of power, authority, and resources” (Moore et al., 2014).
Many researchers studying such transformations are also acknowledging that their own role must change: rather than simply producing knowledge, they are beginning to actively participate in making knowledge actionable, with the explicit goal of enabling radical change (Cornell et al., 2013; Sala and Torchio, 2019; Fazey et al., 2020). In this new task, the social sciences can offer valuable insights on how to approach the value-laden and political dimensions of using science to bring about change (Wittmayer and Schäpke, 2014; Fazey, Schäpke, et al., 2018; Vervoort and Gupta, 2018; Woroniecki et al., 2019; Miller and Wyborn, 2020; Scoones et al., 2020; West et al., 2020). Critical social theory and critical perspectives in particular are believed to offer tools for sustainability transformation research (Death, 2014; Lövbrand et al., 2015; Stirling, 2015; Blythe et al., 2018). Critical social theory focuses on illuminating and challenging the power dynamics and hidden biases of science and knowledge itself. This focus on reflexive and critical perspectives is now gaining traction within the field of transformation toward sustainability. Conversely, researchers within the field of sustainability are reaching conclusions that point toward the need for critical theory. It’s becoming clear that to enable transformation to a more sustainable and just society we must be willing to challenge not only political and economic systems, but also the value and knowledge systems that brought us to this point in history (Stirling, 2015, 2019; Gottschlich and Bellina, 2017; Fazey et al., 2020).
Scenarios have become a frequently used approach to explore radically different futures and to identify transformative potential in the present (Pereira et al., 2019). As a tool, scenario development is versatile and allows for transdisciplinary exploration, combining scientific, local, practical, and emotional insights (Oteros-Rozas et al., 2015; Merrie et al., 2018; Pereira et al., 2018; Sweeney, 2018; Wangel et al., 2019). Scenario exercises in times of impending climate crisis can be a way to practice imagining the future, and through this practice to see potentialities in the here and now. We need new understandings of the world, new stories: alternatives to both climate catastrophe and naïve never-ending growth narratives. But how do we make space for such visions?
Beyond the Library as Utopia: Conditional Belonging, Representative Collections and Science Fiction Librarianship
Gina Bastone and Adriana Cásarez
Introduction
When we tell strangers or new acquaintances that we are librarians, we hear reactions like “Oh, how wonderful that you get to read books all day!” Sometimes, we might get the response, “You’re doing such important work. The public library changed my life as a kid!”
While we much prefer the latter response, both reflect a stereotype of libraries as utopian institutions necessary for a healthy democracy and immune from criticism. Some people even hold libraries in holy regard, comparing librarians to clergy with a vocational calling, as Fobazi Ettarh notes in her groundbreaking article on vocational awe.[1] For many readers and SF fans, the library is a sacred place where knowledge is preserved and where they have treasured memories of encountering their favorite books for the first time or discovering their favorite SF authors.
We share a love for books, particularly SF stories, but we have a realistic view of libraries beyond these utopian visions. Margaret Atwood discusses the paradoxical nature of a similar utopia/dystopia binary in her book, In Other Worlds: SF and the Human Imagination. She says, “[W]ithin each utopia, a concealed dystopia; within each dystopia a concealed utopia. …”[2] It is from this tension that we draw similarities in libraries. Our idealized values of unfettered, egalitarian access to information and strong nostalgia for the love of books have a shadow side, especially when interrogated around white supremacy and patriarchy.
In her article “Concealing White Supremacy through Fantasies of the Library: Economies of Affect at Work”, Michele R. Santamaria describes “The Library” as “a fantasy space that denies its role in white supremacy.”[3] Santamaria builds on Gina Schlesselman-Tarango’s work on the concept of cuteness and how it insidiously reinforces the status quo in libraries. Schlesselman-Tarango says,
“By promising safety through gesturing to a pre-technological past, books preclude exposure to and engagement with the nasty realities of contemporary society. Inasmuch as they are associated with books, libraries too might be understood to provide an outlet for this sentimental yearning. …”[4]
We see library nostalgia as a crucial underpinning to the romanticized utopian stereotype of libraries, yet Santamaria, Schlessleman-Tarango, and Ettarh all point to the dystopian shadow side of our shared profession. We will explore this further as we unpack our collecting philosophy.
Additionally, Santamaria’s use of “The Library” denotes a sense of institutional authority and is a direct reference to librarian, writer, and poet Jorge Luis Borges’ concept of the “library as a universe”.[5] In particular, Borges’ famous short story The Library of Babel comes to mind. The Library of Babel has dystopian elements, such as meaningless books that are never accessed, used, or even seen by the librarians doomed to wander its endless halls.[6] This Borgesian “library as universe” may seem the product of a dark fantasy far from the reality of working in libraries, but it is a helpful metaphor for challenging the equally unrealistic stereotypes underpinning library nostalgia and vocational awe.
At face value, this collection of essays may not seem to be of immediate interest to the sf reader. It is primarily concerned with the development of Animal Studies – a sub-discipline that has already been significantly explored in relation to sf in the work of Sherryl Vint, Joan Gordon, and others – with reference to literary modernism, a diverse movement already noted for its challenge to traditional notions of identity and individual autonomy. The potential, though, for creative overlaps between modernism, sf and Animal Studies is already indicated by the fact that one of the co-editors, Alex Goody, was a keynote speaker at the 2019 Corroding the Now conference at Birkbeck College, London. Seen through a science-fictional lens, the encounter between human and non-human animals, the slippages between them, and their mutual affinities and kinships immediately invoke the First Contacts and uncanny relations between humans and aliens which are the stuff of genre sf. As the introduction’s reference to Jorge Luis Borges and Karen Eckersley’s chapter on Leonora Carrington make clear, imagined bestiaries are common to both Animal Studies and speculative fiction.
Without seeking to be a guide, the introduction nonetheless touches upon many of the key moments in the evolution of Animal Theory: from Peter Singer’s pioneering Animal Liberation (1975) and Donna Haraway’s ‘cyborg manifesto’ (1985) to Gilles Deleuze and Félix Guattari’s concept of ‘becoming animal’ (1982) and Jacques Derrida’s pivotal essay ‘The Animal That Therefore I Am’ (2002). The introduction also registers many of the other posthuman thinkers whose ideas have contributed both to Animal Studies and this volume in particular; from Giorgio Agamben and Rosi Braidotti to Michel Foucault and Cary Wolfe. The editors however, beginning their account with an exchange between Djuna Barnes and James Joyce (two modernists in exile, both of whom would flit between the centres and margins of the modernist canon), emphasise the affinities between Animal Studies, the revaluation of women’s writing and the decolonising of the curriculum. All such practices foreground and deconstruct the historic imposition of borders, the arbitrary gatekeeping that has characterised academic protocols and the maintenance of cultural shibboleths. To that end, the editors also note the collapsing boundary between ‘high’ and ‘low’ cultures, an elision that not only permits the entry of sf into the conversation, but which would also have appealed to such modernists as Barnes (boxing fan and purveyor of crime fiction) and Joyce (publican’s son, cineaste, and Anita Loos devotee).
We live in a golden age for speculative fiction. Futurist novels, shows, and movies have achieved a cultural saturation which would have been difficult to foresee just a couple decades ago, largely thanks to our increasingly unpredictable and perilous world. But rather than simply doling out temporary escapist relief, speculative stories help us comprehend our own cultures and their problems. Often, contemporary issues are approached via one side of a binary: either they’re exaggerated, showing us their destructive potential via a dystopia, or else they’re understood via their solution, producing a utopia.
So far, so obvious. But why are utopia and dystopia the genres we use to exaggerate and comprehend our own societies? Human communities are not structured according to a simplistic binary, instead being dependent on ever-changing laws, ideas, and social conventions. We know that truth ultimately lies in shades of grey, so why do black and white narratives still predominate in speculative fiction? Is this binary still useful as we wade deeper into the 21st century? What alternatives are out there?
Binary Problems
A few years ago the speculative writer Laurie Penny and I were interviewed on the subject of utopia. Penny, who is also a prominent journalist, posited a serious problem with utopias: namely, that the desire to create an idealised society has been used to justify numerous atrocities throughout our own history. Considering the many massacres committed in the name of a perfect world – theocratic, eugenicist, nationalist, agrarian, or Communist – it’s a difficult point to argue with. In Penny’s words, “true utopia is fascism”, underscored by a rigid set of idealised rules, unable to ever truly change or adapt; at best stagnant, and at worst, totalitarian.
Fantasy tales are littered with beings that can fly, whether in video games like The Legend of Zelda1 and Skyrim2, classic films such as Prince Vultan’s hawk men in Flash Gordon3, dozens of Marvel and DC heroes, TV series, blockbusters like the Harry Potter4 series and the classic Dungeons and Dragons5. The fantasy creatures of China Mieville provide us with a multitude of winged and armed creatures whilst Le Guin provides us with winged entities of a more recognisable feline form (Le Guin, 1999).
Characters who can fly capture our imagination. They are seen as having the ability to rise above and they often have power and God-like appearances. In this article we will be looking at the anatomy of flight and whether it can help us understand how these beings can fly, or whether it is best left to special effects.
As we are looking at self-propelled flight, we will ignore characters who fly by some means of alternative propulsion such as Ironman6, Thor7 and Mary Poppins8. We shall ignore those that fly using a cape such as Dr Strange9 and potentially Superman10 and we will limit our exploration to those creatures who present with anatomical wings that propel flight as opposed to fins or flaps that allow for gliding.
In the history of life on Earth there have only been four classes of creatures who have possessed the ability to truly fly. These are the pterosaurs, insects, birds, and bats.
Pterosaurs have been extinct for millions of years and so how they flew can only be speculated upon. Insects, due to their exoskeletons have a different anatomy and flight patterns which are not often represented in fantasy literature, although accurately depicted in the new Dune movie11. This article will concentrate on bats and birds and how they can inform our understanding (Evans 2020) of the flight of fantasy creatures.
Black Utopias: Speculative Life and the Music of Other Worlds by Jayna Brown. Duke University Press, 2021. Paperback 212 pg. $24.95. ISBN: 978-1478010548
Brown’s Black Utopias is one of the most scholarly and comprehensive works exploring Black Utopian futures. Very apt for a Covid-19 pandemic period that has seen the initial overwhelming loss of Black and Brown lives. In light of this mass death, Brown’s study asks — and through this work, answers — “What might Black futures mean, and how might we challenge our imaginations to create futures that are not only different to what we know and what we expect, but even allows us to evolve beyond our physical existence? Packed into these pages is a narrative that encompasses Afro-futurism, death, theology, spirituality, music, philosophers, science fiction, fantasy, and gender, stories that had to be absorbed, analyzed, and contemplated before beginning the review. There were layers after layers of new ideas packed into a narrative that also centered the stories of Black women’s religious and cultural beings in which they constantly sought a physical and metaphysical utopia within an Afro-futurist and Afro-centric framework.
Cultural critic Mark Dery is credited with coining the term Afro-futurism as “techno cultural aesthetic that blends science fictional imagery, technology, philosophy, and the imagery, languages, and cultures of Africa and the worldwide African diaspora.” Scholar Yusuf Nuruddin also notes that Afrofuturism “includes black science fiction or Afrocentric science fiction, more broadly defined as African American signification about culture, technology and things to come” (or, in the case of alternative histories, “things that might have come” from a reconfigured past). Brown’s adds to our understanding of Afro-futurism that undergirds her work: Brown defines Afro-futurism as “a program for recovering the histories of counter-futures […] most notable for resisting disciplinary boundaries” (p17). Moreover, combined with this Afro-centric, interdisciplinary attitude toward futures and counter-futures, the genre of Afro-futurism centers works of science fiction, fantasy, and other speculative fiction created by African Americans, Africans and the African diaspora. Afro-centricity embodies works that are often critical writings that focus on race, the institution of slavery, class, gender, oppression, inequality, and sexuality, all woven throughout Brown’s book.