I've expressed my admiration for the Polish artist, architect, graphic novelist, and game designer
Mateusz Skutnik1 before, in connection with his
Submachine games. I'm pointing you to Mr. Skutnik again because I've been whiling away the hours of insomnia this week playing his
10 gnomes games. [ETA: as
kate_nepveu points out, if you are prone to motion sickness, these games may not be your friend. otoh,
10 gnomes in bologna has a redesigned interface which may be less problematic.]
10 gnomes are a series of very simple games: find the ten gnomes in each . . . well, here it gets a little more complicated, and this is where the worldbuilding aspect creeps in. Each game isn't a single picture; it's a set of pictures, some connected in a linear panorama, some nested within the panorama like
matroyshka dolls in a series of close-ups. Sometimes, you follow the path of clicks down and find one of Skutnik's odd little cartoon gnomes (or, in later games in the series, his even odder cartoon trolls), sometimes, all you get is an extreme close-up of a flowering bush, or a storm drain, or the tread of a tank.
The black-and-white photography is fabulous.
The subjects of the games are various sites in Poland, in states of greater or lesser decay, ranging from a shipyard to a city street to a
Renaissance water forge. Each of them, by itself, is interesting, but what fascinates me is the synergy created by the visual richness of each game and the juxtaposition of the twelve games together. Skutnik treats each subject with the same attention, and thus he and his gnomes show that Poland is not just the nostalgic beauty of the city street in
10 gnomes 11: the remains, nor the twentieth century violence and oppression symbolized in
10 gnomes 12: the tank, nor the peaceful suburban shabbiness of
10 gnomes 3: early spring garden. It's AND, not OR. It's
all the things the
10 gnomes series spotlights. Some of them are ugly; some of them are sad; some of them are beautiful. They are all true.
Now, obviously, a series of games about real places in Poland is not the same as writing about an imaginary world, but the richness of the
10 gnomes games and the incongruities and contradictions they capture are things that I think fantasy needs to learn how to do. The value of the richness is obvious, but it's the juxtaposition of incongruities that points to something we
2 tend to deny ourselves. We tend to want it all one or the other: if you have beautiful baroque architecture, you cannot have tanks. And vice versa. And I think a lot of us, because we imprinted so hard on Tolkien, have brought some unexamined assumptions to the fantasy table with us:
1. Progress--specifically technological progress--is bad.
2. Progress--again, specifically technological progress--can be prevented.
That's the lesson of the Scouring of the Shire: that if you try hard enough, you can keep industrialization from happening. And that this is obviously a consummation devoutly to be wished.
Now, I will be the first to agree that industrialization brings a lot of ugliness and destruction with it--or, at least, it certainly did in our timeline. And I'm as susceptible as anyone to the buccolic nostalgia Tolkien is peddling, especially as, please note, he has positioned his nostalgia very
very carefully: we're seeing it from the land-owners' perspective, that is, from the viewpoint of the people (men) who most benefitted from the system. We see grateful and loyal tenants (Sam and the Gaffer), and those who aren't grateful and loyal are Bad People (Ted Sandyman). But we don't know what it's like if you aren't a Baggins of Bag End or a scion of one of the other powerful families--or one of their direct dependents. We don't know anything about, for just a single example, infant mortality rates in the Shire.
Yes, I'm picking on Tolkien here, but I'm picking on him because he's such a influential foundation of the fantasy genre and because his personal agenda has gotten taken up and codified by people who don't share his passionate feelings on the subject of Edwardian rural England. We imitate him because he's the one who showed us how to do it, and so we get stuck in this anti-technology rut--not helped by the romanticization of the Middle Ages, which just reinforces the idea that technology is bad and we were all much happier before the discovery of penicillin.
And--and this, I think, is truly my point--Tolkien on the one hand and the sort of Pre-Raphaelite cod-medieval nostalgia on the other encourage us to imagine that we can create a world in which progress does not happen. The elegiac quality of Mateusz Skutnik's photography, the decay and desolation he documents, makes it clear that the advance of technology isn't an unalloyed happiness. Humans are wasteful and careless, and the line that starts with the water forge ends with the tank. But the opposite of progress is not Utopia. It's stagnation, and it means that the backdrop of your story is the history of people (not just a society, because even the most brutal, repressive, reactionary society--which is not the sort of society fantasy writers create, except possibly for the villains--cannot entirely stamp out curiosity; you can kill it every time it shows up, if you are hypervigilant and fanatical, but you can't keep it from showing up at all) who are utterly incurious, utterly without imagination, who are content to do things they way their forebears did them, forever and ever, world without end. Who don't even have enough gumption to want to find a way to keep themselves and their loved ones from dying from--again, as a single example--chimney fires. Or to keep their livestock from being wiped out because they haven't developed a theory of medicine that allows for quarantine procedures. Those people don't exist--if they ever did exist, they'd be extinct now. And thus, writing your society with its thousands of years of history and yet no technological development is cheating. It's refusing to acknowledge the way human society and history works.
And your convenient cataclysm to serve as a technological reset button? No, I'm sorry. That's a cheap trick, and we can still see the man behind the curtain.
What I'm saying is, keeping fantasy perpetually pre-industrial is stifling it. There are whole wide worlds out there that we haven't even seen, much less explored, because we're too busy playing lord of the manor.
And one way to start thinking about those worlds is to visit Mateusz Skutnik's
10 gnomes and learn about what history, and living with history, really looks like.
---
1I see from his blog that one of his graphic novels
is now available internationally.
2My "we" here is not
all fantasy writers, because there are exceptions (e.g., China Miéville). But the great rushing, roaring mainstream of secondary-world fantasy is still flowing down the channel Tolkien carved, and even those for whom Tolkien himself is not an influence--or who see him only as a pernicious one--have to deal with that weight of metaphorical water. ETA: It's also possible that I'm talking mainly about American writers, but I'm not sure of that.