Tag Archives: space opera

Paraspacers and Starsiders

Spaceship Stern Tiger by Ptitvinc
Spaceship Stern Tiger by Ptitvinc. Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.

Through its development, the Alcioneverse has varied in realism as I tried to decide whether to go with Science Fantasy or Hard SF, and FTL or STL.  On the sliding scale of hardness, I started around 7 (hard science with FTL and some weird elements), went down to 6 (Science Fantasy), and  with the latest reboot it’s around 8 to 8.5 (exotic matter but no FTL).

After two and fro-ing for a while, from Hard Science Fantasy cross-over to pure Space Fantasy to pure Hard SF, I finally realised I couldn’t just have one postmodern space opera universes and one set of characters.  The ambience of each is so different, due to the implications of the contrast between a STL (slower than light, hard SF) universe with its rigorous hard science and more limited handwavium, and FTL (faster than light, more conventional space opera) universe that combines hard science with pure fantasy, surrealism, satire, and magical realism, that I decided on two, even though both will share certain features, such as space punk, and adventure.

The two universes are described as follows:

Paraspacers (aka Freehauler Alcione – The Alcioneverse)

Space Fantasy Adventure 

Starsiders

Hard SF Spacepunk

  • Central protagonists: misfit prospectors
  • genre: hard science fiction
  • secondary genres: space punk, postmodern space opera, space horror
  • universe: physical universe, the galaxy
  • sliding scale of hardness: 7 to 8
  • interstellar travel: STL only, plus a few wormholes
  • main ship: The Bathsheba, a conversion torchship, length about 300 meters. magnetoplasma shielding
  • Ambience ( the sliding scale of bleakness): Punk/Gritty – Crapsack –  Medium Grimdark (however this universe is not completely grimdark, because, first, and contrary to the ethos of the grimdark genre, moral actions do count, and second, there is a light at the end of the tunnel.)
  • Some influences: Of Men and Monsters, Roadside Picnic/Stalker, Neuromancer, Firefly, The Matrix, Alien/Aliens, Orion’s Arm (tech),  Revenger,
To do List

Now I’ve got my worldbuilding straightened out and the ambience decided on, I can back to writing.  There will still be a lot more worldbuilding, but I’ll mostly wait until I’ve published something.

To do list includes:

  • Finish Madverts (Book 1 of the Alcioneverse)
  • Work out the crew of the Bathsheba (the classic ragtag band of motley misfit adventurers) for the Starsiders universe
  • Once that’s done, work out opening story of Starsiders

 

 

Writing essays on space opera and pop-culture

Scene from the upcoming science fiction movie Valerian and the City of a Thousand Planets, directed by Luc Besson
Scene from the upcoming science fiction movie Valerian and the City of a Thousand Planets, directed by Luc Besson, adapted from the French comic book by Pierre Christin and Jean-Claude Mézières, and starring Dane DeHaan as Valerian and Cara Delevingne as Laureline. A classic, special effects rich, action adventure space opera, similar to Star Wars, Mass Effect,, and Guardians of the Galaxy

This last one and a half months or so I’ve been writing essays for Omni magazine on scifi movies, especially those with a  space operatic theme, storytelling, mythopoesis, and pop culture, which I’ll be double posting here, along with any additional thoughts I have.

I’ve always been interested in scifi movies for their mythopoetic power, despite the lack of realism and story consistency, and indeed often inferiority next to most print science fiction (or “SF”).  The reason I like movies is because cinema brings so much more to the table: special effects, music, actors. and so on.

Also, even though I write in text, I always think in pictures.  It’s as if I have a cinema playing my own scifi movie in my head.  Hence I always look for inspiration to movies, the visuals, the music, and so on.

I envisage there’ll eventually come a time when any creative person will be able to make a complete movie on their desktop quantum computer (and you’d need a quantum computer because of the rendering and computing needed for movie standard special effects!).  In the meantime, we have to make do with either print stories or TV/movies (with some hybrid media like graphic novels, and new emerging independent movie and CGI film-making)

I’m going to be writing less essays anyway, not because I don’t enjoy writing essays (I do), but because I really need to focus on getting my first novel finished in six months.

Oh, and I still can’t figure put how to do realistic hair in Blender.

The Zoneship Alcione – work in progress

The Zoneship Alcione - work in progress.
The Zoneship Alcione – work in progress.

Here’s the newest version of the Zoneship Alcione.  The term “zoneship” is used, rather than the equally appropriate “starship” or spaceship, because the Freehauler Alcioneverse assumes that reality consists of zones, which can be traversed in order to attain FTL (faster than light, hyperjump, whatever) travel.  Most “space opera” science fiction uses the basic plot device of some sort of magic FTL drive to span the vast distances between the stars, but the rest of the story is pretty mundane, basically like society and politics on Earth today, or like a technological space-based version of a High Fantasy Earth, but with spaceships instead of naval vessels or freighters, planets instead of cities or countries, and alien races instead of cultures or nationalities.  There’s nothing wrong with that, inasmuch as science fiction is often more about the present than the future (attempts to predict the future generally end disastrously anyway, e.g. we have smart phones but not moon bases).  But I other worldsthought it would be interesting to incorporate different zones of existence into the story and worldbuilding.

So rather than normal/realspace propulsion and FTL (as is standard e.g. impulse drive and warp drive in Star Trek), I’ve got  a magic/handwavium realspace reactionless drive propulsion (because there’s no way to realistically move a twenty million ton starship otherwise) using negative matter/mass/energy/unobtanium, plus hyperspace rotation, plus at least two distinct FTL propulsions, one for paraspace and one for aetherspace.

The spikey mace thingie was originally going to be used to generate the huge amounts of energies needed for the reactionless drive field, and based on Ken Burnside’s torchship design in his Attack Vector Tactical space-based wargame, but when I looked at the illustrations again I noticed they were an open grid.  Since I like the medieval feel of this mace thingie, I decided to go the full science fantasy Art Major School of Physics and make it into a propulsion unit for paraspace.

Originally I was going to have paraspace propulsion based UFO disks, a sort of large spinning thing, perhaps attached to the diametric drive ring, or else separate and either at the middle or the end of the ship, but no matter how I drew it, it just didn’t look right.

It seems like UFOs and space opera spaceships are such incompatible tropes that any attempt at synthesis looks ridiculous (well, there’s Star Trek spaceships (saucer on a rocket) and Stargate Atlantis mythology, so maybe it’s not).  This is because UFOs are a paranormal, interdimensional, ultraterrestrial phenomenon, possibly some sort of plasma or magnetic field effect when temporarily materialised in realspace, whereas spaceships are a mythological, symbolic representation of modern day things like giant machinery.  As I’ve elsewhere explained (on Omni), space opera is just the modern form of epic mythology, and vice-versa.  It’s meant to describe this world, only in epic poetic form.  Whereas UFOs simply don’t fit with our concept of reason or how the universe works, and in any attempt to explain them rationally is likely to drive you crazy.  See for example the works of French astronomer and ufologist Jaques Vallee, specifically Passport to Magonia and Messengers of Deception.

In a sense, but having crazy paraspace universes co-existing with realspace, not just metaphysically but physically, so a ship can transit between the two, I’m “cheating”, in that I’m describing the universe how I’d like it to be in a story, as opposed to how it really is (it may well be that interstellar space is simply too vast to be traversed by physical technology, and this is the reason for Fermi’s Question: where are they?

But that is what story telling is, not so much cheating as creating or rather re-interpreting myths.  Other zones of existence then become simply another type of otherworldplace, like other planets, parallel universes, alternate timelines, dreamscapes, and the rest.  What makes science fiction, and especially space opera, so cool is precisely its settings and hence the ease it can be used to tell myths, because all myths and archetypes by their very nature require some sort of numinous, imaginal setting; something that is not of this boring, mundane, quotidian world.  People who love scifi and fantasy, whether reading it or writing or drawing or otherwise creating it, are those who love and need and crave these  other worlds, as an alternative to their everyday stifling boring world.

Which brings us back to the above design.  Here I’m incorporating ideas and deckplans I drew up 18 months ago.  Since this version of the Alcione is much larger than the original, there’s heaps more space, so the deckplans will only include a small part of the ship.

Originally the Alcione was going to be unarmed, to get away from the repetitive cliches of a lot of military scifi , but I felt she needed some sort  of weapons, though I’m thinking of toning it down a bit  Make the battle module smaller, or simply a part of another module.  That’s why this is called a work in progress.

 

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Freehauler Alcione, rough diagnostic sketch

Freehauler Alcione, rough diagnostic sketch.
Freehauler Alcione, rough diagnostic sketch. Concept and illustration by M Alan Kazlev (c) 2015

Here’s a revised sketch of the eponymous space freighter Alcione. Overall length about 1300 meters, dry mass about 400,000 tonnes. From left to right, meteor shield, lasers, forward reactor and radiators, forward manoeuvering rockets, forward hyperjump node and paraspace units, small freight containers, habitation rings with radiators, shuttle hanger and shuttle fuel depot, large freight containers (15 & 20 meters each), hyperspace, paraspace, negmatter drives (multiple FTL modes), short range fusion thrusters, reactors, and reaction mass, rear manoeuvering rockets, main reactors, large tanks for fusionable material, main radiators, blast shield, handwavium-enhanced variable thrust orion/daedalus type drive