Stargate SG-1 and the importance of creating a believable world

I’ve seen the first five seasons of Stargate: SG-1, and so far, I quite like it. The pilot episode was as close as we’ll ever come to a TV adaptation of UFO: Enemy Unknown/X-Com: UFO Defense, and although the following filler episodes were a big step down in quality, the series eventually regained its stride. It’s moved past Pre-Industrial Society / Monster / Mysterious Alien Plague Of The Week and now, it seems to be striving for epic space opera. That it does well, and intelligently.

The secret, I think, is how many things – some little, some large – make the world feel believable. The show avoids familiar howlers such as the “Always Chaotic Evil” alien species (admittedly, it is guilty of a few of its own). The characters are generally pretty intelligent when it comes to solving problems – and sometimes, this backfires, when they do something that makes in-character sense but turns out to be wrong, because they don’t know the full story.

And most importantly, the show has a sense of continuity, most obvious in its overarching story arc. But it operates in so many smaller, yet vital, ways as well. Real people remember what happened to them a week ago, or two, or three, or ten. They gripe if it was bad, crow if it was good. So do the characters of SG-1. Real people remember how they previously solved problems, and make preparations if they think they’ll encounter the same issue again later. So do the characters of SG-1. When the show needs minor characters – an ally has come with vital information; the heroes are saved because “the enemy of their enemy” has provided a distraction; a red-shirt to accompany the heroes – it draws on the world it’s already established instead of creating a wholly new disposable character.

And yet, it only takes this so far. Earth itself is locked in stasis; SG-1 never recovers any artifacts that would dramatically shake things up; alien technology never leaks out into the wider world; society remains unchanged. For all I know, this was intentional and the creators weren’t interested in telling a story about how contact with alien societies/advances/species, even in a gradual trickle, might change the modern world. But it disappoints me all the same.

Cyclic history?

Cyclic history – and specifically, the notion that empires will inevitably rise to galaxy-spanning heights, then decline not to mediocrity or middling-power status but to utter oblivion – is deeply embedded in the DNA of science fiction. Asimov did it in the Foundation series, of course, but you see it everywhere in space opera: the backstory of Niven & Pournelle’s The Mote In God’s Eye, Poul Anderson’s Flandry series, any number of David Weber novels, the Traveller tabletop RPG,  the Tough Guide to the Known Galaxy (http://www.rocketpunk-observatory.com/spaceguideF-L.htm)…

Yet, to the best of my knowledge, it has nothing like the same prominence in fantasy. Why’s that?

Just what runs through the mind of random-encounter enemies in RPGs?

This webcomic strip is specifically about Fallout 3, but it should be familiar to anyone who’s ever dealt with trash random encounters in an RPG.

Recettear: An Item Shop’s Tale

Have you played RPGs? Then you know how it feels to be gouged when you come into town to buy potions or stimpaks or shotgun shells. You know how it feels when you can barely scrape by selling hard-won rats’ tails, wolves’ pelts and +2 Vendors’ Trash. And most of all, you know that, “But I’m on a quest to save the world!” cuts no ice at the local item shop.

Recettear: An Item Shop’s Tale puts the shoe on the other foot. As town shopkeeper Recette, you buy low, sell high in an effort to meet loan repayments (game over if you can’t pay on schedule!), and in a second, action-RPG mode, hire heroes to go dungeon-crawling in search of rare merchandise. You can only take a certain number of actions per day, and the challenge seems to be how to manage your finite time to  amass the most money before the next loan instalment comes due. I’ve played the demo and found it charming enough to pre-order the full version (which you can do through Steam, Gamersgate or Impulse), notwithstanding I lasted about twenty seconds in the dungeon mode.

Check out the demo, and have fun!

Empire: Totally Better Than I Expected

I went into Empire: Total War (“Empire”) with very low expectations. I had read the horror stories about bugs and horrendous AI, heard the jokes about “Empire: Total Crap”. My interest in the game’s concept made me throw it in at a hefty discount when I bought my new PC, but even as I sat down to install it, I wondered why I had been so quixotic.

 

I was very pleasantly surprised.

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Book review from my archives: Bridge of Birds

Bridge of Birds


Barry Hughart

 

This is a fabulous novel, a plot-coupon quest fantasy done right. It takes place in ancient pseudo-China, where the protagonist must go for help after the children of his village mysteriously fall ill. Help arrives in the form of the sage Li Kao, brilliant but “with a slight flaw in his character” (read: he’s a born con man who once sold an emperor shares in a mustard mine to win a bet). Together, the two make their way across the land in search of a cure, lying, cheating, and stealing (all in a good cause), escaping from the clutches of evil warlords, and eventually, uncovering a thousand-year-old evil.

 

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A book review from my archives: Declare

DECLARE
Tim Powers

The year is 1961, and the Cold War is at its peak. Andrew Hale ekes out a modest living as an academic in England, but a call from an old acquaintance triggers his abandonment of middle-aged obscurity, and his reentry into a world he abandoned when he was a young man, fresh from WW2 and the start of the Cold War: a world of dimly remembered spycraft, old lovers, and above all, a mission left incomplete…

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