You Ain’t Getting Rid Of Politics In Media: Part 1

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

Raise your hand if you ever had someone tell you that they want people to “keep their politics out of books/comics/games/tv” and so on. Now, put it down. I can’t see it, so it didn’t help.

But despite the fact that I can’t see if you raised your hand, I’m pretty sure you did, if only spiritually. It’s a plague of modern media (at least as I write this in 2019) that people complain about politics in their hobby media. Complaining seems to be it’s own form of media, which is quite an overload of irony, but i digress.

If you, like me, have been curious about this phenomena, you’ll notice most of the complaints are not about politics in general, but certain kinds of politics. In short, most complainers are people not against politics, but against politics about anyone not like them, and politics that might disturb their sense of the world. I could go into the various demographics of this but let’s go to the idea that politics can be left out of media.

It cannot. It is impossible.

Politics is about how humans interact, make decisions, conflict, identify, and so on. If your story involves people there will be politics, even if its of the smaller personal kind.

Politics also is about how we understand the world, from hard-edged ideologies to general assumptions. We all drag those into our works – if we’re aware, they become informed decisions from our lives. If not, well . . . you get the idea.

Politics will be in everything, even if they’re awful ill-informed politics.

Because I’m a fanatic for good worldbuilding, I feel confident in saying every work of fiction created will have politics. It’s just a question of they’re thought out, explored, extrapolated, and understood by the author. Any attempt to leave them out is a failure of creativity – because they will be there, they’ll just be unexamined.

Let’s give an example. I’m going to take a common genre/trope popular in anime and videogames. Isekai – the whole “person from our world sent to another.”

Specifically, let’s go super-tropey. We want to do a story which has the usual generic Demon Lord attacking a fantasy realm, and people from our world for some reason are yanked in to fight him. If you’re not familiar with this setup, you’ve somehow managed to avoid wide swaths of anime, manga, and some video games.

At the same time, how can this simple setup involve politics? It’s sort of escapsim/wish fullfillment slathered on top of tropey but fun fantasy.

So let’s see why it’s political.

First, let’s talk the Demon Lord. Just how does one being become a threat to this entire planet? How are his armies arranged? Why is he followed? Why is there only one? Yes, even when you’re designing a generic Demon Lord you have to ask questions that verge on the political – how is his life and armies organized to even be a threat?

Now, as this is a fantasy world, the fact there’s a Demon Lord tromping around immediately brings up supernatural politics. What are the various gods, deities, other demons, ancient wizards, and so on doing to stop this Beelzebubian Bozo? I mean, you’d think they’d get involved. In short, to design a world like this in detail you have to give some thoughts to . . . supernatural politics.

On top of all of this there’s the regular people caught trying not to get killed by the Demon Lord. Why are they threatened? Why can’t they stop him? How are their societies coping – in fact, what societies do they have? Their politics, pre-Demon Lord and current require some fleshing out to make sense of this all.

Once we figure out this world, you have to then figure out just why people from our world end up in this world fighting evil. I mean be it a goddess or some crazy wizard or the Currents of Destiny, “let’s throw an office temp at the Demon Lord” is not the soundest plan out there. If any people (or human-like gods) were involved in this decision, hopefully they had a good reason and worked it out with their fellows – in short, politics.

Before your hero or heroine even ends up in the first adventure in a story like this, you have a huge amount of political questions to ask. We might not think of them as politics because they don’t involve the various parties and politicians we know, but they are political. They’re the politics of the world you created.

Finally, once your hero(es) and heroine(s) arrive, how does the world recieve them? Are they ready for those that will save them? Have they been burning through chosen ones like someone with a big bag of chips? How did any recent heros/heroines do and are people ready to trust them?

All this doesn’t even deal with other fantasy politics. Are there non-human sentients like elves and dwarves? Do species crossbreed? How do people cope with various generic Fantasy Monsters? WHere do all these damn dungeons come from? You get the idea.

Now one could ignore these questions and the others generated by this discussion. That’s a decision – a political one to avoid the repercussions of one’s worldbuilding choices. A save-the-world fantasy Isekai that goes by the beats is a political act – the act of excluding extrapolation to hit a series of chosen beats. Those beats are . . . political, because they reflect certain tropes and assumptions. They’re just not thought of.

Politics will be in your media. If you embrace it, you get great media. And if you decide to take things in a certain direction, at least you know why you engineered it the way you did (I’m a big fan of exploring tropes by taking them to certain extremes that make sense). It’s good writing, it’s good worldbuilding.

Of course doing this may force you to face uncomfortable questions. Which may just lead to better writing . . .

Steven Savage

Why Create?

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

My fellow author Serdar was discussing the importance of art and entertainment over at his blog. This struck me as very important:

“I think any act of creativity can be used by others as escapism, a way to — how did someone else put it? — ignore everyone else’s reality and substitute their own. Most of us do this to some extent or other anyway, so I see little point in wringing hands about it. The smarter thing to do, maybe the only thing that can be done, is create things that are good enough, constructive enough, universally enriching enough, that people will want to make them real — not just for themselves, but for others — in whatever way they can.”

Serdar speaks to the importance that artists can help people realize better worlds, because first they need to be imagined. Once imagined, you can work on making those glorious visions real, and even if you never succeed, you may get far enough to help us all get closer to the dream. Life is, after all, a relay race not a sprint.

Just think of how many of us were inspired by Star Trek to build a better world. However, art is not always about positive experiences, but they always have the chance for being transformative.  As Sam Sykes put it:

Being a fantasy author in this dark era is like being the party bard. You want to make a difference, but the best you can do is inspire someone else to fix it and hope that keeps you from getting eaten.

The role of the artist in the world is the role of the Bard in many fantasy games – the person who enhances and buffs, enriches, and supports. A Bard does that which helps others do things better.

The bard metaphor speaks to me because my works are often supportive works (such as my guides), but also because inspiration takes many forms. A horror story may not create a vision for a better world, but it does give one experiences that can be enriching or thought-provoking. The artist creates not just visions, but explorations, tools, and inspirations – not all of which are or need to be pleasant. But, like the Bards of fantasy games, the artist changes you and enhances you.

Right now you doubtlessly have a book, game, comic, or other thing to make. You may, like many of us, pause to ask if it’s worth it. I would turn it around and ask two things: do you enjoy doing it and will someone get something out of it?

If you enjoy it, go for it. Your enjoyment WILL make the work interesting to people, and if nothing else someone takes pleasure from it and gets a break.

If people can get something out of it, go for it. It will help and enhance others.

You may say “but wait, there’s no reason not to create!”

Yes. Exactly. You got it.

Steven Savage

What If It Ended?

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

This tweet struck me hard.  It made me think about my talks of Media Gray Goo.  I realized that age plays a role in my concern that our media is becoming dull and repetitious, that there are things we do over and over and over until they loose all meaning.

Here we see an example of that in discussing Batman, the ever re-invented character who bears both the burden of the past and the burden of endless re-interpretation, all fused into a kind of incoherent and re-invented continuity.  We’re always re-making Batman while acting like he’s the same, which in time seems to whittle the character down, despite some spectacularly well-done takes.

Batman is endlessly stuck at 35, even when authors temporarily play with him until someone presses the reset button.  How many fan arguments are based on what Batman “should be,” even though he’s both out of date and remade?  How much of him has become Gray Goo?

Above, the author gives the example of Deku of My Hero Academia.  He has a story, he ages, he grows, and in theory his tale may end, though as we’ve seen from One Piece, some manga and anime do go on.  There’s no plans to reboot him, remake him – indeed, the entire My Hero Academia universe presents so many options why would you want to remake it – there’s so many other stories to tell and explore anyway.  And if it ends, then it ends – there’s plenty of other cool stuff.

In fact, if a story has a good tale and a good arc, why not enjoy a good end?  Maybe follow up with the rest of the setting, other characters, and so on.  Let things grow – and if you miss the old tale, then re-read it or re-view it.  You can discuss something in context, while also acknowledging all its flaws and places in time.

So I want you to imagine a different world, where superheroes had their stories and they ended.  Where we dig up reprints of old Batman comics, with their starts and endings, and if Batman is remade then it’s a remake of a tale with a start and a finish.  Imagine being able to enjoy Batman in context and history, not as ever-remade battles of marketing and reboots and a return to zero?

Maybe we need to let things end or pass on.  That’s what’s life about after all.

Steven Savage