Dune Archive

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Second Person Narratives: I’m not your monster.

As a reader, critic, and occasional writer, I don’t much care for the second person narrative style. That isn’t to say that I think it’s a pointless thing that needs to die an eternal death in the darkest foulest bowels of hell’s antiquated septic system, not at all. Second person can be quite useful. Choose your own adventure novels demand a second person narrative structure. Decades of Dungeons and Dragons DMs have forged elaborate worlds using the second person. Within more “conventional” storytelling (novels, short stories, modern video games) second person seems like a problematic thing.

First, a quick refresher for the benefit of anybody who doesn’t know what I’m talking about.

First person narrative: I couldn’t stand the sound of his voice for another minute. The way he went on and on, and the way everybody listened as if he was god’s chosen prophet. So I did what any coward would do; I kicked him in the nuts.

Note that the narrator is telling the story from their own perspective. FPN is life as you live it every day…or this.

Third person narrative: Adam’s practiced poker face was about to shatter. For three years he listened to his boss drone on and on about a managerial style that increased ROI each quarter. For three years Adam watched his colleagues genuflect to the pontification of a blowhard who outsourced his work to unpaid interns. At exactly eight minutes into the 10am meeting, Adam stood up from the boardroom table, walked to the front of the room, and smiled as he kicked his boss in the balls.

Notice here that the story is being told from a perspective external to the character in question. Both first and third person perspective should be quite familiar to anybody who has ever read a novel. Now things get weird.

Second person narrative: You can’t stand listening to him any longer. He’s taken so much credit for other people’s hard work. Everything he’s done is built on the backs of people half his age but twice his intelligence. You didn’t go to business school for this. You know going to Human Resources won’t solve anything. You don’t think about your next action, really. All you do is stand up, square yourself to the man who has stolen your life, and drive a size ten-and-a-half wingtip firmly between his legs.

Hilarious as crotch shots may be, these vignettes illustrate an essential problem with second person narrative. “Adam” might be the sort of guy who kicks his boss in the junk, but what if “You” are not?

What if the story is about something less cathartic than avenging one’s self against a boss? What if a reader is being told that they are standing at the feet of a dead body, licking a blood stained knife as a crimson pool slowly wraps around their feet. I don’t know about you, but sometimes I don’t feel like giving up who I am to become somebody else’s monster.

A narrative built in the more conventional first or third person style can safely assume that a reader wants an experience removed from their own world. To read Dune, or The Adventures of Sherlock Holmes is to ride on a worm behind Paul Atreides or follow along in the cab next to Holmes and Watson. At no point does the story ask the reader to do anything other than maintain their suspension of disbelief. Who the reader is, is irrelevant to the issues at hand. Second person narratives depend on a reader’s willingness to abandon their sense of self. If you, the reader, are not willing to become the serial killer, the half-demon spawn of a fallen angel, or the sexy horse vampire, then the story falls apart.

I live in fear of this moment every time I see a play

So what’s the problem? For my part, I hate audience participation (save for choose your own adventure novels, especially the ones that offer a hierarchy of endings [Hierarchy of Endings is the name of my next band]) in printed text just as much as I do in theatre. As a reader, I’m looking to be entertained. As a critic, I’m looking for subtexts and themes. As a writer, I’m looking to see what I can learn from the words in front of me. How can I do any of those things if I’m spending the lion’s share of my mental energy turning myself into someone who is compatible with the narration?

What am I gaining by undertaking this effort? Who is the writer to make me think I would even want to become this person? After all, the reader is the consummate and professional voyeur.

When evaluating recent encounters with second person narratives, the reader in me invokes Benedict Cumberbatch as he sighs “Bored”, the Jay Sherman in me says, “This is weak character construction masquerading as high concept bullshit”, and Adam, the scribbler of words, desperate for the approval of his peers, moves on to a new teacher as the story appears to be the ultimate form of telling without showing.

So to the writers of the world, I would offer these words, for whatever devalued Hellenic currency they are worth: it is infinitely easier to appropriate a concept, culture, historical figure, political ideology, or religious doctrine than it is to bank on your reader’s desire to abandon their sense of self as to give your story its necessary cohesion. If a reader is unable, or outright refuses, to participate in what you, the writer and possibly your editor and publisher, think is a transcendent experience, then all of the deeply layered metaphor and allegory in the world won’t amount to jack.


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The Daily Shaft: Seven Laws from Science Fiction

One of the most interesting parts of science fiction/speculative fiction is looking at how writers’ imagine we will govern ourselves in the future. Will innovations in technology create shining futures where government regulation is benign? Or will humanity drift into dystopia and the jack boots of totalitarian rule. Drawn from a variety of mediums, I offer seven examples of future law for your consideration.

1 – The Prime Directive – Star Trek


 

 

 

 

 

 

 

 

A rule this big has to be either first or last in a post like this. I chose to get it out of the way early.

Meaning: In short, the prime directive forbids members of Star Fleet from mucking about in the development of pre-warp drive civilizations. Of course most Star Fleet captains tend to have a rather liberal approach to the PD.

Value of the law: In theory the Prime Directive protects Star Fleet officers from their own good intentions. It could also be seen as a lassie-faire means test for emergent civilizations. Rather using their resources to nudge a planet along a healthy development path, the Federation has codified inaction. This isn’t necessarily a good thing when the Prime Directive  oozes into real world politics – case in point, the world’s very slow reaction to Syria.

2 – Human Augmentation Regulation – Deus Ex / Deus Ex: Human Revolution


 

 

 

 

 

 

 

 

Meaning: The near future world of Deus Ex answers the question of biological evolution through technological enhancement. No longer limited to the realm of limb/organ replacement, cybernetic/nanotech augmentation is about cosmetic appeal, performance enhancement, and a marker of economic status.

Value of the law: Though the mythos explores ‘human purity’ movements, the main purpose of the laws are to create oversight in an unregulated market. Essentially, it’s a way of putting government in control of post-human evolution, rather than leaving it in the hands of corporate interests. Not simply an allegory for contemporary socio-economics, Deus Ex’s Augmentation Regulations evoke timeless questions on what it means to be human.

3 – Superhero Registration Act – Marvel Civil War 2006-2007


 

 

 

 

 

 

 

 

Meaning: After a group of amateur super heroes blew up a significant portion of Stamford, Connecticut, the federal government, upon the urging of Tony Stark and Reed Richards, passed a law that required any person with super powers residing within the United States to register as a living weapon of mass destruction. In doing so, their public identity would be a matter of record. Should they undertake any super heroics without the consent of SHIELD, they’d be treated as criminal vigilantes.

Value of the law: It wasn’t a particularly new concept within the Marvel universe. Anybody who follows X-Men knew that mutant registration was a regular theme, which drew inspiration from any number of 20th century atrocities. Yet the idea resonated with a post 9/11 audience that was particularly sensitive about issues concerning individual and civil liberties in the wake of Patriot Act abuses.

4 – Emotional Laws – Equilibrium


 

 

 

 

 

 

 

Meaning: In the post world war three nation-state of Libria, the powers that be decided that human emotion was the cause of all suffering. Their answer to this problem was to rid people of all emotion through a culture war and widespread use of super Prozac. To feel was to commit a capital crime against the state.

Value of the law: It’s hard to ascribe value to a law that forbids emotion while promoting a poorly designed fascist state. As a film, Equilbrium owes much to George Lucas’ THX 1138, and, like most totalitarian dystopias, to the writing of George Orwell. So perhaps the worth in the sense laws is in understanding their narrative origins.

5 – The Butlerian Commandment – Dune

I know its a terminator, but I couldn't find a good Dune style thinking machine picture


 

 

 

 

 

 

 

 

Meaning: “Thou shalt not make a machine in likeness of a man’s mind.” One of the cornerstones of Orange-Catholicism, the dominant religion within Frank Herbert’s Dune, is the prohibition into research that would create artificial intelligence.

Value of the law: The commandment works to thrust the Dune universe into a prolonged period of technological stagnation where even the most rudimentary computers are met with extreme suspicion and distrust. This lays much of the groundwork for the high fantasy motifs that permeate the novel.

6 – Psychic Registration and the Psi-Corps – Babylon 5


 

 

 

 

 

 

 

 

 

Meaning: In Babylon 5’s vision of the 23rd century, human psychics have three choices in life: prison, drugs to suppress psychic abilities, or joining the Psi-Corps.

Value of the law: As the show reveals, the Psi-Corps is anything but a benevolent organization. It enacts breeding programs, carries out human experimentation, and executes its own political agenda independent of any concern for how their goals will affect non-psychics or “Mundanes”. Much like the Superhero/Mutant Registration Acts and the Human Augmentation Regulations, the Psi-Corps is a perfect example of how issues of evolution can get ugly when a small group of people think they are superior to the multitude.

7 – State Mandated Death – Logan’s Run


 

 

 

 

 

 

 

 

 

 

 

Meaning: Within a near post-scarcity world, the state, as manifested by an aging and decaying computer, enforces a rule that people must die on their twenty-first birthday. (I’m going by the book not the movie on this one, so don’t talk to me about dying at thirty)

Value of the law: William F. Nolan and George Clayton Johnson asked two interesting questions within their novel: What happens when the state gets so powerful it can tell you when to die? Why should people respect their elders? The revolution that began the novel’s “death at twenty-one movement” was the result of a disproportionately young population in the wake of the baby boom. Rather than levelling off, the world reached a critical mass of young people by the year 2000. It’s easy then to see the law as the result of a majority seizing political agency from the entrenched authority. Yet it’s also a commentary maintaining a sustainable population through invasive social control.

Honourable mentions include: Futurama’s mutant laws, Blade Runner’s replicant laws, Ringworld’s reproduction lottery, the nanny state gone wrong in Demolition Man, and the no babies law from Zero Population Growth. My thanks to Rick Landon for his suggestion of Equilibrium’s Sense Laws.