Torque Control

Gender, Democracy, and SF/F Literary Awards

Published in Foundation 149 (winter 2024) edited by Paul March-Russell. Republished with permission.

By Jo Lindsay Walton and Polina Levontin

This article explores cultural and design dimensions of non-governmental voting systems, focusing on science fiction and fantasy (SFF) literary awards voted for by fans, with a focus on the British Science Fiction Awards. The design of such voting systems needs to juggle a range of goals, one of which is fairness with regard to gender — acknowledging that ‘fairness’ is not straightforward to define, particularly given such awards are embedded within broader gender inequalities. Our analysis suggests that men have been more likely than women to vote for works by men, and also more likely to vote in ways that amplify the influence of men’s votes under an Alternative Vote System. We suggest that SFF awards are cultural spaces which lend themselves to experimentation with new democratic forms, and briefly offer potential sources of inspiration. Just as SFF has aspired to be a space to think about the future of technology, gender, the environment, and many other issues, SFF award spaces could be spaces for thinking about the future of democracy. We also offer recommendations to SFF awards designers and communities to address gender bias (emphasising reflective practices over technical solutions), and to continue to explore how aesthetic and cultural values and identities are constructed and negotiated within SFF award spaces, and beyond. 

Solarpunk and Guild Socialism

A lo-fi, low-key critique of solarpunk

By Jo Lindsay Walton

Joyce Ch’ng’s ‘The Barricade’ (2024) is a solarpunk short story in which nothing much happens. The lack of incident is probably deliberate: a gentle rejection of the idea that all narratives need conflict. Put your characters in horrible situations and watch them struggle to survive: this is standard creative writing advice. It may be more steeped in capitalist ideology than we care to admit.

By contrast, the closest Ch’ng’s story gets to real jeopardy is a flock of birds smacking into a solar panel. The solar panel is easily repaired. The bird strike could even be taken as a positive sign. It implies a lot of birds. Rachel Carson’s Silent Spring, which helped to kick off (or revive) the environmental movement in the 1960s, takes its title from imagining the loss of birdsong.

Ida loved birds. Their songs would wake her up every morning. There were no more cases of poaching (or so the newspapers said). Native birds were returning. Numbers were climbing up once more, helped by careful husbandry and re-introduction of species.

Solarpunk is an eclectic genre. It typically envisions hopeful futures, where humans live in harmony with nature, and often with one-another as well. Solarpunk communities are often multi-species communities. The term solarpunk seems to have originated in an anonymous 2008 blog post, ‘From Steampunk to Solarpunk,’ imagining the widespread return of wind-powered sea freight. This contemplative excitement about technology, old or new—or both old and new—has continued to characterise solarpunk.

Crucially, solarpunk prefers to tackle technical problems and ecological crises in ways that serve social justice. Hannah Steinkopf-Frank writes, “imagining Solarpunk purely as a pleasant aesthetic undermines its inherently radical implications. At its core, and despite its appropriation, Solarpunk imagines an end to the global capitalist system that has resulted in the environmental destruction seen today.”[1] The genre may not have a consistent set of politics, but it often resonates with degrowth and postgrowth perspectives, as well as pluriversal politics — that is, mobilising local, traditional, and Indigenous worldviews in ways that may diverge from mainstream sustainable development discourse.

Continue reading “Solarpunk and Guild Socialism”

Review: Disco Elysium (2019), ZA/UM

Dr. Marta F. Suarez

Disco Elysium is a CRPG (Computer Role-Playing Game) developed by the Estonian game studio and publisher ZA/UM. Originally released in 2019, the game was re-released in 2021 as a “Final Cut” version with new voice acting and quests. The game’s main premise is to investigate a murder in the imagined city of Revachol playing as Harry DuBois, a detective from the Revachol Citizens’ Militia (RCM). Yet, this is just one of the mysteries that the game offers and, at certain points, this objective might take a backseat.

Disco Elysium creates a universe of nostalgia, disappointment, and decay, where the pickets have blocked the harbour with union strikes, the remnants of a not-so-distant war are ever-present in the streets, and the everyday dialogues of characters are often infused with political and philosophical talk. In this world, our playable character, Harry, is not the heroic good cop fighting to uncover the murderer. Instead, the game paints him an almost unlikeable character to whom the player might eventually warm up, particularly if he is not taken too seriously. The start of the game presents Harry in his darkest hour, slowly regaining consciousness from a night of excesses and bad decisions. The game opens with a black screen and a dialogue with the mysterious voice of “Ancient Reptilian Brain”, which tries to convince the player to do nothing, embrace the silence, and accept death. In an unusual opening scene, Disco Elysium offers the player the possibility of not playing by refusing to wake up and instead giving up to the pessimism of a futile existence, leading to a game over within the first couple of minutes of the game. In these first minutes, the dialogue options withhold more information than they give, creating disorientation instead of revealing who our character is or what is happening. This sense of confusion is heightened by the sudden involvement of more voices, such as “Limbic System” and “Encyclopedia”. These and many others are Harry’s internal voices, parts of his personality that offer advice throughout the game, both hindering and aiding the player. When Harry finally manages to wake up, the player meets him lying face-down on the floor of a trashed room, in their underwear, and visibly hungover. Further examination of the room allows the character to find most of his clothes, and also reveals that Harry suffers amnesia after a night of drinking of “world-ending proportions”, as stated by the mirror. In the world of Revachol, objects might interact as if alive and sentient. They share thoughts, they provoke, they are sad, they die. Mostly, they keep Harry company, and act as one of the voices that plague his mind. A high “Inland Empire” skill (linked to the subconscious and foreboding) allows Harry to speak to some of his clothing, not always with the best results but quite often with amusing dialogues and surprising discoveries, whereas other skills like “Shivers” allow the player to get more information from the city and the environment, among others. 

Continue reading “Review: Disco Elysium (2019), ZA/UM”

Undugu

By Eugen Bacon

Undugu—it’s a Swahili term for kindredship. It’s not far off from “ujamaa,” a premise of sharing and togetherness that was President Julius Kambarage Nyerere’s socialist experiment when the United Republic of Tanzania first gained colonial independence. Ideally, ujamaa should have worked—it’s a beautiful and generous concept. In practice, it wasn’t quite the success it was meant to be. So there are also inherent risks with “undugu”—because kindredship means inviting others into your personal space. It’s a trust relationship founded on goodwill. And this is what it means to collaborate: to trust, to respect, to have goodwill in the understanding that all participants are beneficiaries of the outputs, that we all put in effort for the best outcome(s). 

Undugu—this is what I aim to achieve in my collaborations. And they’re many. 

The most powerful and, hopefully, the longest lasting of them is the Sauútiverse. Back in November 2021, Wole Talabi, one of the founding members of the Sauútiverse, reached out to African writers for expressions of interest in becoming part of a collective, to create a shared world using the Syllble platform. A bout of brainstorming sessions followed, in which we determined our vision as holding the key tenets of collaboration, support, creativity and Afrocentric-based storytelling. The Sauúti Collective, as we named the founding members, comprised ten African writers and creators from Ghana, Nigeria, South Africa, Tanzania and the diaspora—Haiti. Together, we  created a new world, the Sauútiverse: an Africa-inspired secondary world with humanoid and non-humanoid creatures in a five-planet, binary star system with a shared history, and the presence of sound magic. 

The name Sauúti is inspired by the Swahili word “sauti” which means voice or sound. 

The five main planets, each named after the words for ‘song’ in various African languages, are: 

  • Zezépfeni—from the Amharic word “zefeni” 
  • Wiimb-ó—from the Swahili word “wimbo” 
  • Órino-Rin—from the Yoruba word “orin” 
  • Ekwukwe—from the Igbo word “ukwe” meaning “song” or “anthem”
  • Mahwé (before its destruction)— from the Kirundi word “mawe” meaning “mother”
  • There is also an inhabited moon, Pinaa, from the Setswana word “pina,” meaning “song.”
Illustrated by Akintoba Kalejaye and Stephen Embleton
Continue reading “Undugu”

Costume as Community History 

By Ibtisam Ahmed 

Science fiction narratives all engage in an element of world-building, even if the descriptions are minimal. By their very nature, the settings are fictitious and, more often than not, have elements that are fantastically different to reality. They are imaginary potentials, the possibilities of what-could-be. As such, every single aspect of these stories is crucial to creating a fuller picture. One element that can be overlooked in the analysis of the genre is costume (especially in texts that are only in the written form), but it is still a vital part of the wider world-building. In this essay, I consider the impact of costume in creating and holding community history in two science fictional texts – the short story ‘The Last Dawn of Targadrides,’ and the X-Men comic book arcs focusing on the Hellfire Gala.

Both examples are fictional counterparts to real-world analogues, but heightened to focus on marginalised community identity. As a scholar and performer whose artistic work engages with my own multiple marginalised identities (queer, Bangladeshi, migrant), these narratives provide instances of meaningful empowerment and even liberation. As such, just as these fictions build on real-world histories, my own work is influenced by and builds on these fictions. This is something I will reflect on at the end of this essay, but it is important to start by exploring each of the examples individually.

Continue reading “Costume as Community History “

Tony Conn Interviews Catherynne M. Valente

Catherynne M. Valente has packed a lot into the first 20 years of her career. Her genre-busting work runs the gamut from alternative history to fairytale fantasy to cosmic horror. In addition to writing 27 novels and novellas, she has multiple collections of short fiction and poetry. She is also the creator of a six-year-old human, but motherhood shows no signs of slowing her down. Space Opera, her 2018 bestseller about an interplanetary Eurovision Song Contest, was shortlisted for Best Novel at the Hugo Awards. Her new novel, Space Oddity, picks up where Space Opera left off and reflects contemporary concerns like pandemics, online misinformation, and the threat of all-out war. https://www.catherynnemvalente.com/

Tony Conn is a writer and filmmaker with an interest in all things strange. He is perhaps the world’s leading expert on the Megatron, a flying saucer-shaped restaurant that used to adorn the Cambridgeshire countryside and now features in Space Oddity. https://tonyconn.com/

TC: Could you tell us about your background and early influences?

CV: My parents met at UCLA and divorced when I was very young. I had two stepparents most of my childhood and went back and forth between Seattle and northern California. My dad was an aspiring filmmaker who went into advertising instead, which is very much a family thing on my father’s side. A lot of them intended to be artists and ended up in the family business. My mother is a retired political science professor. She was in her master’s and PhD programmes through almost every portion of my early life that I can remember. She was working for the mayor of Seattle, getting her degrees in public policy, doing advocacy work, and she’s a pretty hardcore statistician as well.

They were in their early twenties when they had me. They had no sense of what was appropriate for a child. I had no boundaries as to what I could read, or watch, or anything. I just had to be vocal about when it was too much for me, which is kind of a modern parenting idea. My mother read Plato’s Republic to me as a bedtime story, specifically The Myth of Er, which is this allegory about what happens when we die. At five, she had me read The Breasts of Tiresias by Apollinaire. It’s above the pay grade of adults, let alone a small child. My mother had no sense of that. In my mom’s house, there are stacks of books that are now end tables. Cairns of books everywhere.

Both of my birthparents are big musical theatre people, so I grew up seeing musicals all the time. I’ve always had this really low voice, since I was ten. I wanted to be a singer, but there weren’t any parts for somebody with a voice like mine. My mom also has a master’s degree in drama, so I remember when Beaumarchais was a big thing in our house. At eleven, all that anybody talked about was The Barber of Seville.

I had a lot of influences from my parents. My mom read every murder mystery. My dad is hardcore science fiction. And then, my stepmother Kim is the world’s biggest Stephen King fan. Horror was my first love, both as a reader and a writer.

Continue reading “Tony Conn Interviews Catherynne M. Valente”

Torque Control 300

The bitterness and the spark  

I am sixteen, in a secondary school ‘Introduction to Philosophy’ class, and I am learning of Solipsism for the first time. For the uninitiated and/or the non-skeptics, the Oxford Handbook of Philosophy defines it as follows, at least in its most radical iteration:

[Solipsism posits that] one’s own immediate experience has a fundamental, self-certifying reality and that comparable knowledge of ‘physical’ or ‘public’ items is unobtainable. (Honderich, ed., 1995, p.218).

I am terrified, as any introvert often overwhelmed by the intensity of their inner life would be terrified. The ‘physical’ and the ‘public’ instantly became concepts of doubt, and objects of fallibility. Such concepts are of course cliché in the world of SF: a genre that has, for decades, explored the paradoxes of the self, and the strange new worlds that could exist at the limits of our perception. Drugs, religion, virtual reality, dimensional travel, mind-transference: these are just some avenues via which the self may be expanded—and sometimes even obliterated—in service of access to a greater, or somehow ‘truer,’ experience.

…Of course: you know I don’t romanticize my beloved genre that easily.

SF narratives don’t always elicit the oohs and aahs of cosmic collectivity, as often as we might wish them to. For every astral reunion through realities separated as breath between lips, there are genocidal boys’ stories of colonial derring-do that exterminate entire alien societies; for every mind-altering encounter with an astral god, or any other form of divinity, there is invoked the (laughable) threat of enforced homosexuality, used as a foil to ‘prove’ the degeneracy of human civilization across time. I could go on. For its touted expansiveness and offerings of pleasurable escape, science fiction, as I always tell my students, is perhaps the most nakedly political of all literary genres.

But when we read or watch ‘escapist’ stories, what, exactly, is it that we wish to escape from? It seems to me that to seek escape from something implies at least implicit awareness of one’s guilt. For what reason should we feel guilty? For what, and for whom, should we feel?

Olaf Stapledon’s Star Maker opens with arguably one of the loveliest lines in science fiction: “One night when I had tasted bitterness I went out onto the hill” (Stapledon, 1987, p.1). This ‘bitter’ sensation has spoiled the “decade and a half”-long relationship with the narrator’s wife, and even the births of their two children, in spite (or perhaps because of?) the ghost of divinity, something transcendent in their pairing, in contrast with the banal coziness of their existence together: “There, under that roof, our own two lives, recalcitrant sometimes to one another, were all the while thankfully one, one larger, more conscious life, than either alone” (Stapledon, p.2). Star Maker’s narrator has done everything right: made a home, borne children, become something larger than himself, his relationship, the quartet of ‘I’s’ that form the core of his world. And yet: recalcitrance, unease, even “horror,” lingers.

After traveling through the cosmos and encountering a bewildering array of nonhuman lives, the narrator meets the titular Star Maker—the grand dreamer of the whole universe—and finds, among the love, that there is cruelty, and sympathy, and passion, all “contemplated” by some vast and inscrutable mind. The being is beyond ethics, somehow, having witnessed myriad forms of sentience (including bird-like telepaths that wheel in huge flocks across a planet’s skies), and offers, I suggest, an answer to the question I asked earlier: for what, and for whom, should we feel? 

Everything, and everyone. 

But the narrator is dissatisfied. Afraid, even. It is perhaps too much to bear witness to, and certainly too much to ask of a human organism.

Talking of fear: I am thirty-seven, and too sad to be concerned by ‘dead internet theory’ that suggests that, in the en-shittified 21st-century internet, the majority of content is produced and consumed by bots ‘speaking’ to one another. The promise of a vast ‘web’ of human consciousness—akin to the multitudes of sentient lives held in Stapledon’s narrative—doesn’t even provide human dross anymore, only dross; language is ingested, hacked up, repeated and linked and relinked to nothingness, speaking of nothing, only making-the-motions-of.

I am thirty-seven, and too amused to be terrified at the Tesla-unveiled robotic companions that may or may not be voiced remotely by an operator responding to vocal inputs, becoming nothing more than humanoid cyberpunk telephones.

I want to be overwhelmed by the conviction of other minds, and their assurance that everything will be alright in the end—and even if it won’t be, I want another human being to tell me that.

This is, of course, a classic philosophical problem—and each of the authors in this landmark issue explore, in their own ways, how knowledge of and connection with others is obtainable. Can reading give us irrefutable access to other minds, and even generate empathy? Is the idea of generating empathy for (especially marginalized) others in fact a “grotesque dynamic,” after Namwali Serpell (The New York Review, 2019)? Do capitalist-alternative video games hold insights into how we can exist without exploiting one another? How does a necktie consolidate community history? What can the horror genre offer to allay (or amplify) our anxieties, and what monstrosities can it bring to light in a Freudian excision of the fears of the id?

This is issue 300 of Vector, on the theme of Community! It should be a celebration! And make no mistake—it is a celebration of that. Community. The people who make, and made, literary life-worlds. It is also a lament at the relentless change that follows us across the years: change that sees friendships cement and fall apart, that sees creative idols shape entire generations and then fall in disgrace, that sees spaces—both physical and ideological—inched open by cracks and then blown open, wide, seemingly overnight, and precious groups forming and falling apart as their members age and pass. It is younger generations struggling to keep alive the physical meeting spaces of conferences and conventions when expenses are so high, and wages are so low. It is a yearning for persistent physicality, because despite the hours we spend straining our eyes ‘connecting’ with others on screens we realize, profoundly, that the screen is not enough.

So: out with it! Let’s have the pages. We are three hundred issues of scholarly inquiry, of impassioned creation and reviews and conversations. (We have the screens, of course, too, as our lively blog attests to). I hope we will be three hundred more issues.

We celebrate community. We celebrate the joy we can bring to each other even as we hold, in our other hand/s, the damage we can do to one another: the bitterness and the spark. I’ll leave you with Stapledon, again, this time with words from his moving novel Death Into Life (Stapledon, 1946, p.48):

“As centers of awareness we remain eternally distinct; but in participation in our ‘we,’ each ‘I’ awakens to be an ampler, richer ‘I,’ whose treasure is not ‘myself,’ but ‘we.’”

Warmth and light,

Phoenix

References

Honderich, T. (1995) The Oxford Companion to Philosophy. Oxford University Press, USA.

Serpell, N. (2020) The banality of empathy. http://www.nybooks.com/online/2019/03/02/the-banality-of-empathy/.

Stapledon, O. (1987) Star Maker. J P Tarcher.

Stapledon, O. (1946) Death Into Life.

Vector 296 SFF and Justice

Now available to download:

Vector 296,SFF & Justice, is guest edited by Stewart Hotston. Arriving November 2022. Featuring Stewart Hotston’s guest editorial on SF and justice, reviews by Arike Oke, Geoff Ryman, Phil Nicholls, Andy Sawyer, and Maureen Kincaid Speller from The BSFA Review, an interview plus article from Gautum Bhatia, interview plus book excerpt from Roman Krznaric, Yudhanjaya Wijeratne interviewed, BSFA Diversity Officer Ali Baker interviewed, Jo Lindsay Walton on art and artificial intelligence, Áron Domokos on the representation of the Roma in Hungarian SFF, Charne Lavery, Laura Pereira, Bwalya Chibwe, Nedine Moonsamy, Chinelo Onwaulu, and Naomi Terry on the use of Africanfuturist SF in rethinking how we value and care for nature, Guangzhao Lyu reporting on this year’s Science Fiction Research Association’s Futures from the Margins conference in Oslo, and a tribute to Maureen Kincaid Speller.

Jean-Paul Garnier interviews A. D. Sui

A.D. Sui is a Ukrainian-born, queer, disabled science fiction writer, and the author of THE DRAGONFLY GAMBIT and the forthcoming Erewhon novel, THE IRON GARDEN SUTRA (2026). She is a failed academic, retired fencer, and coffee enthusiast. Her short fiction has appeared in Augur, Fusion Fragment, HavenSpec, and other venues. When not wrangling her two dogs you can find her on every social media platform as @thesuiway – https://thesuiway.ca/


Jean-Paul L. Garnier is the owner of Space Cowboy Books bookstore and publishing house, producer of Simultaneous Times Podcast (2023 Laureate Award Winner, BSFA, Ignyte, and British Fantasy Award Finalist), and editor of the SFPA’s Star*Line magazine. He is also the deputy editor-in-chief of Worlds of IF & Galaxy magazines. In 2024 he won the Laureate Award for Best Editor. He has written many books of poetry and science fiction. https://spacecowboybooks.com/

JPG – The Dragonfly Gambit has all of the elements of space opera: a big story, politics, empire, worldbuilding, etc., but unlike most modern space operas the book is short – how did you manage to create such a large-scale story in so few words, and what are your feelings on space opera as a sub-genre?

A.D. S – First, thank you so much! I want to say that space opera has a long-running tradition of glorifying empires. They’re almost the natural default government system in far-future science fiction, which positions them as a sort of inevitability. But historically, we know this isn’t true. Empires fall all the time. That’s the whole point. So, I really wanted to focus on a time of an empire falling.

As far as the structure goes, I can’t remember who said it, it might have been one of my agency siblings, but in a novel, each scene fights for its right to exist. In a short story, every sentence does. A novella is somewhere in between, so my editing wasn’t as ruthless as it would have been for a short story, but I was definitely focusing on each sentence delivering either character development or new information, and preferably both. Also, as much as it is a space opera, it also has *one* location where most of the action takes place. So, I could really go into a lot of detail about the world/order of things by describing this one place instead of jumping between locations.  

JPG – One of the themes in the book is sacrifice and martyrdom, sacrifice being an arcane tradition to the culture in the book – can you speak about the nature of sacrifice and weighing individual characters against large-scale problems?

A.D. S – It’s a bit of a pipe dream to think that one person can shift the tides of history. I don’t think anyone is that special. It’s one of the reasons why, as a genre, science fiction and fantasy are moving away from, or challenging, the Chosen One narrative. But how often do you see a disabled protagonist who is a woman, in her thirties, and by every marker, a failure, be The Chosen One? That was fun to write, and yes, very self-indulgent. 

Now, sacrifice and martyrdom were two themes that felt natural when having a conversation about militaries. Martyrdom is baked into military culture, you can’t escape it. Historically, militaries uphold and immortalize those who lose their lives in combat. We label these people as heroes while simultaneously treating them terribly while they’re still alive or if they remained alive (see the utter lack of any decent veterans’ services). It’s easier to herald someone as a hero than to actually treat them as such. There is a tension in there between the shine of heroism, and the loss of life and the absolute meaninglessness of it while it’s still there. 

Continue reading “Jean-Paul Garnier interviews A. D. Sui”