Senior Thesis Critical Essay
In addition to writing a novella manuscript, my senior thesis included a critical essay and creative reflection section wherein I consider my writing process, where Deep Light fits into existing genres, the histories of those genres, and craft techniques I learned through analyzing other books with similar elements.
Deep Light in Literary Context
Deep Light is a very hybrid story in its genre attributes, tropes, and influences. Part fantasy, part mystery, set in an alternate world disconnected from Earth, and topped with a steampunk-Western aesthetic, there’s no one category in which it sits cleanly. As I’ve researched the genres it most closely resembles, I’ve found that the ways in which the story departs from their norms are as interesting as the ways in which it aligns.
-
“Steampunk” is a difficult category to define. Because it often incorporates elements of other genres, such as historical fiction, alternate history, Westerns, time travel, and horror, it is a heavily mixed classification. Broadly speaking, steampunk envisions a world where the Steam Age never ended. Instead, Victorian technology exploded into all kinds of fantastic industrial contraptions, such as robotic automata, lighter-than-air ships, analog computing devices, and other gadgets fueled by steam and anachronism. The term “steampunk” itself was coined as a joking analogy to “cyberpunk” by K.W. Jeter, who wrote in a 1987 letter to Locus magazine that “Personally, I think Victorian fantasies are going to be the next big thing, as long as we can come up with a fitting collective … Something based on the appropriate technology of that era; like ‘steampunks,’ perhaps” (qtd. in Pho). This encapsulates what is perhaps the most foundational work of steampunk: William Gibson and Bruce Sterling’s The Difference Engine (1990), an alternate history novel wherein Charles Babbage successfully completes the titular mechanical computer, which wildly reshapes world politics.
However, Deep Light shares only surface-level similarities with the likes of The Difference Engine, in large part because it is not set on Earth and therefore does not feature any alternate history. This disqualifies it from any definition of steampunk that requires stories in the genre to relate in some clear way to the real-world Victorian era. Deep Light also generally does not fit into even the more creative and loose definitions, like Jeff Vandermeer’s “STEAMPUNK = Mad Scientist Inventor [invention (steam × airship or metal man/baroque stylings) × (pseudo) Victorian setting] + progressive or reactionary politics × adventure plot” (qtd. in Pho). There’s certainly an inventor-like character, Maude, but her specialty is bicycles, and while the story is something of an adventure, it could hardly be described to have an adventure plot.
In fact, Deep Light does not even feature steam, nor is its technology particularly Victorian. The blue-glowing power source radiance is mined from the ground, and the technological level of the world fits loosely in the 1920s (telegraphs, trains, bicycles, automobiles, etc.) with some entirely fictional additions thrown in as well (the mind engine at the story’s end, mail clanks, plasma pistols, etc.). Similarly, despite steampunk’s association with outrageous, improbable machines doing outlandish things, there’s actually very few fancy gadgets at all in Deep Light—the story is set in a dusty, faded town whose technology is rusted and outmoded, with little in the way of modern devices. The most fantastical inclusions were probably Isadora Alcott’s airship, which I set in deliberate contrast to the town, and the mind engine that Alex encounters during the climax (at least in the present outline). What I found important was not pinning Deep Light in a well-defined specific era so much as allowing all of the components of its worldbuilding to have a “family resemblance” to one another, which is where the aesthetic was useful. For me, the steampunk “look” is defined more by chunky analog machinery, gear-based mechanics, airships, and slangy terms like “clank” than it is about discrete historical periods.
That being said, Deep Light not fitting with tropes like “alternate history” or even “steam” does not mean it won’t be classified as steampunk, given the genre’s aforementioned plasticity. Because one of the genre’s most prominent traits is how difficult it is to pin down, everything from Joss Whedon’s Firefly TV show to bands like Abney Park have been placed under its umbrella. In “Prescriptivists vs. Descriptivists: Defining Steampunk,” Jess Nevins analyzes the lack of consensus about how to define the term, with some theorists merely listing common attributes like airships and engineering projects (514), others emphasizing the importance of materiality or cultural criticism (515), others pointing to “the invocation of Victorianism” (Bowser and Croxall qtd. in Nevins 515) as the only unifying feature of steampunk, and still others viewing the Victoriana context superfluous to the genre and encouraging writers to move away from its Anglo roots (516).
Nevins concludes in agreement with Cherie Priest (author of Boneshaker, a zombie novel set in a steampunk Seattle and a genre peer of Deep Light) that “defining steampunk as a spectrum of constitutive tropes and motifs rather than a coherent and discrete literary subgenre will ultimately be a more critically profitable approach” (517) than a prescriptivist stance or one that tries to pinpoint a single defining quality. From this broader perspective, Deep Light does seem to qualify. It at least has many of the attributes the average layperson associates with the genre, and I’m happy with that. (Honestly, the simple inclusion of an airship might be enough for a good portion of the audience to interpret the story as steampunk!)
-
Given Deep Light’s setting, a dusty mining town with a grizzled sheriff, readers are likely to notice similarities to the “frontier” towns found in Western fiction. It’s therefore also worth mentioning the history of Western-inspired steampunk, a genre in which, according to Cynthia Miller, “we see the working out of the tension between popular fascination and fear in relation to technology and the machine age—a commentary on the loss of the wildness, independence, and freedom of the frontier West” (85). Miller, who mostly analyzes modern steampunk Westerns (the TV show Wild Wild West, Michael Moorcock’s 1971 The Warlord of the Air, Joe Lansdale’s 2001 Zeppelins West, etc.), argues that the intrusion of fabulous and fantastical machines complicates the Western genre and its nostalgia for outdated visions of progress, mastery over nature, and civilization conquering savagery. “Steampunk Westerns,” she writes, “through their transgression of long-accepted relationships between people and machine, play with notions of control, call into question centuries old assumptions about the destiny of humankind, and prod at the soft underbelly of American national identity” (91).
Steampunk westerns are also interesting in that they arguably predate the British- and Victorian-inspired version with which most people link the term today. The dime novel The Steam Man of the Prairies, published in 1868, predates The Difference Engine by over a century. Despite Steam Man being largely classified as an “Edisonade”—an obsolete genre featuring boy inventors, their creations, and also unfortunately what Brooks Landon describes as “the almost gleeful application of technological inventions to the mass murder of dark-skinned natives wherever they might be found” (qtd. in Wolfe, 198)—it bears many of the same qualities one associates with modern steampunk and would certainly fit Vandermeer’s definition better than Deep Light would.
Modern steampunk fandoms often struggle with the racist heritage of works like Steam Man. Subcultures must reconcile the risk of glorifying a very bigoted age with a desire for fun historical reimaginings and passion for the aesthetic joy of the genre. Christine Ferguson, observing this tension, writes that “A challenge for today’s steampunks is to manage their image in a way that balances these imperatives, allowing them to visually quote the Victorian period without seeming to slavishly repeat and emulate its clichéd ideological significations” (7). Similarly, Diana Pho observes that “While steampunk may be preoccupied with the past, it is a community supporting the belief that we do not live at the end of history but are constantly reconstructing it for the better” (Leftist Constructs), and Ferguson agrees, noting that “steampunk has also been embraced by some as a form of counter-cultural political praxis whose goal is to undo, whether symbolically or via direct action, the legacies of Victorian capitalism, sexism, and imperialism” (Ferguson 1).
For a clear example of political activism through steampunk, consider Monique Poirier, a cosplayer and member of the Seaconke Wampanoag Tribe. Poirier is one of a growing number of marginalized steampunks who have taken on the challenge of disrupting this bigoted legacy by putting their own identities at the forefront of their cosplay and refusing to bend to Victorian stereotypes. In a conscious effort to challenge “the Noble Savage and the Sexy Squaw” image of Native Americans, Poirier has created a Native American Air Marshall persona for herself who lives “in a timeline in which Tecumseh’s Rebellion was successful and resulted in the creation of a Native American confederacy of nations that holds most of North America, as well as parts of Mexico and several island nations in the Pacific” (Porier). Poirier maintains notable characteristics of steampunk (alternate histories, fantastic technologies) while overturning dated notions of Native Americans and asserting that those like her belong in steampunk.
For my part, I think it’s safe to say that while Deep Light might be classified along the lines of a steampunk Western on account of its setting and a few of its tropes, it is far enough removed from Edisonades to avoid evoking the unpleasant racism that dogs the genre. While Deep Light might not be making as overt a statement as Poirier—after all, it takes place in an entirely different world with an entirely different history, and thus there are limited things it can say about real-world history—I believe it does strive towards a more equitable version of steampunk. Representing a diverse range of real-world demographics was a deliberate choice; marginalized genders, sexualities, and races populate the story. By depicting a largely egalitarian setting, I hope to normalize the presence and boost the prominence of these historically excluded groups in the steampunk and fantasy genres.
-
Its setting and aesthetic aside, Deep Light’s plot is quite obviously a mystery. Alex is a detective-like character investigating the strange circumstances around the death of Maude. There are elements of police procedural in the details of things like the report, the condition of the body, and the discoveries Alex eventually makes about the truth of what happened. This places it in a genre with a long history and one that’s much more clearly defined than the slapdash, scattered, and hard-to-track genesis of steampunk. From the annals of mystery stories have emerged many of the most recognizable fictional characters throughout literary history, from Sherlock Holmes to Hercule Poirot to Philip Marlowe, whose stories can all be considered the spiritual forebears to not only their direct modern adaptations (Sherlock, Elementary, etc.), but also to police procedural shows and popular movies like Who Framed Roger Rabbit and Knives Out. Many detective stereotypes have emerged from these, such as the oft-parodied grizzled, hard-boiled private eye (see “Tracer Bullet” of Calvin & Hobbes fame), a chain-smoking and trenchcoat-clad man who stalks perpetually rainy city streets and courts dangerous, sultry dames; or the Sherlock Holmes armchair detective who smokes pipes, wears a deerstalker cap, and solves mysteries through deduction and logic. Quite recently, a new strain of detective fiction has emerged: the “cozy mystery,” wherein any murders, sex, and violence happens offscreen, and the case is solved by a usually-female amateur sleuth who is also involved in some homey pastime like baking, knitting, or tending to cute animals.
Depending how one defines it, Edgar Allen Poe’s 1841 story “The Murders in the Rue Morgue” is a plausible candidate for the first true mystery story, along with his subsequent works “The Mystery of Marie Rogét” in 1842 and “The Purloined Letter” in 1845 (Reilly 212). These three publications established many of the genre’s tropes; John M. Reilly observes that “Poe's stories establish the use of a secondary narrative voice in the detective genre, someone to represent the audience in the presence of the Great Detective and they give prominence to the idea that a detective's mind can explicate the most puzzling events with a chain of cause and effect beyond the ken of other people” (212).
Forty years later, these traits would be embodied by Sherlock Holmes, who made his first appearance in “A Study in Scarlet” (1887) and soon sleuthed his way into being one of the most iconic characters in Western writing. Other famous detectives soon followed; Agatha Christie introduced Hercule Poirot in 1920, around the start of the “Golden Age” of mystery, along with perhaps lesser-known but still important detectives like Miss Jane Marple and the crime-solving duo Tommy and Tuppence (Reilly 216). Adjacent to literary powerhouses like Christie sprung up a sprawling industry of pulp magazines and serialized adventure stories with simplistic narratives featuring “clear-cut combats between good and evil, without much concern for the gradations of morality or the philosophy of crime solving” (Reilly 217). Raymond Chandler entered the scene writing for pulp magazines and published The Big Sleep in 1939; his detective Philip Marlowe is “is a complex character, full of contradictions. A tough man of the streets, he is also a romantic and an idealist with a self-evolved moral code. He is, at various times, compassionate and sentimental, brutal and indifferent” (Muller 60)—a more nuanced portrayal than the standard archetype of a simplistically gritty, womanizing “hard-boiled detective.” Today’s mystery stories are much more diverse in both who’s sleuthing and who’s writing; a growing number of marginalized authors, historically “othered,” vilified, or completely absent from crime fiction, are depicting characters like them solving crime, much like Poirier centering her Native identity in her steampunk cosplay.
Deep Light clearly falls in this modern, diversified conception of the genre while still embodying its quintessential tropes. Alex is something of an accidental sleuth, generally defined as “[a] protagonist who is not a detective by avocation or profession, either amateur, private, or official, but who nonetheless assumes the role of sleuth” (Cox 5). The accidental detective usually falls into the role due to proximity to the crime as a bystander or being forced to take on the position due to mishandling of the case. Though Alex is not a detective by trade, nor are they connected to an official investigatory authority, their intended profession (forensic anthropology) is close enough that they might be disqualified; one assumes that when Alex’s training is complete, they will work in a detective-like capacity. They are certainly forced to take on the role due to police incompetence and a highly personal stake in the outcome.
Deep Light is also undoubtedly a science fiction mystery, defined by Brian Aldiss as “an omnium-gatherum, containing subgenres such as utopian and alternative world fiction, disaster novels, and so on. Its hallmark is an insistence on change and new things—inventions or freshly discovered worlds” (397). Maude’s inventions and discoveries are crucial to Alex’s unraveling deductions, and the mind engine at the end of the story plays a central role in the climax and the villain’s motivation. This makes Deep Light a descendant of stories like Isaac Asimov’s The Naked Sun or even Mary Shelley’s Frankenstein, which was arguably the first sci-fi novel and features elements like crime, murder, and false trials (Aldiss 397).
Another important aspect of detective and mystery stories is the role of facts and deduction in solving a case. Despite being set in an alternate world, I wanted the facts to “feel” right and so I conducted a sizable amount of research into the real-world policies and procedures that would take place in a case like Maude’s. This involved speaking with a Granville Police Station detective and a funeral home director; a lot of internet digging into matters like familial next-of-kin rights, autopsies, evidence storage, and body transportation; and learning about the ins and outs of forensic anthropology. Alex’s profession was inspired by the book Written in Bone: Hidden Stories in What We Leave Behind by Dame Sue Black, whose accounts of cases she’d worked on helped me put together the details of the death and the truth of what had happened. It was important to me that these elements slotted together in a way that made sense even in a non-Earth setting, and readers with expertise in these areas wouldn’t be left shaking their heads. Interviewing the Granville detective, for instance, helped me avoid the huge bumble of having the coroner transport the body to Alex directly, which I’d initially planned to have happen. In reality, the dead belong to the state and can only be passed to a funeral home after an investigation closes, not to a private citizen. This resulted in the character of Dave Haji, which I think ultimately led to a more interesting series of events—for instance, Alex gets to make a clever deduction about Spire Butte, which is more engaging and satisfying than simply signing more paperwork—and a more realistic outcome for anyone who knows procedural details.
Key Elements of Craft in Deep Light
Beyond genre, the machinations of Deep Light’s plot, how it carries tension throughout the narrative, how its point of view is introduced, and how it codifies and systemetizes its fantastical elements were objects of inquiry throughout the project. As I was writing, I studied other novels that had attempted similar techniques.
-
Deep Light uses a second person perspective, which is an unusual choice in the world of published fiction. While novels often break the fourth wall by having a viewpoint character address the reader or, less frequently, feature a brief chapter or interlude in second person (such as Marx’s death in Gabrielle Zevin’s Tomorrow and Tomorrow and Tomorrow), it’s almost unheard of for the reader to implicitly be the viewpoint character for the duration of the story. Literary works that employ this technique in full are usually experimental, like Italo Calvino’s If on a winter’s night a traveler. However, second person is the norm in other forms of media, namely interactive fiction, where first or third person viewpoints would seem odd and irregular. The category “choose-your-own-adventure,” after all, has a second person reference in the very title. Because of the rarity of this narrative premise in literature, introducing readers to a second-person viewpoint character without confusing or jarring them is a tricky task. For an example of a book that used this premise, I turned to Jay McInerney’s Bright Lights, Big City (1984), written before interactive fiction made second person slightly more mainstream.
Bright Lights, Big City lays down its narrative premise right away. The very first word of the very first line is the second person pronoun: “You are not the kind of guy who would be at a place like this at this time of the morning” (1). Right away, the reader knows that this is a specific you (rather than the generalized “you” sometimes used in other points of view), that this specific you is a guy, that this guy is in an unusual situation, and that this situation is happening now, in the present tense. It’s critical to establish the second person quickly and early, and there’s no sooner place to do so than in the very first sentence. Beginning the book with, say, description or non-character specific narration (as I initially did in the first draft of Deep Light, where I didn’t reveal the “you” pronoun until the third sentence), only to reveal that the story is in the second person, would confuse and disorient the reader. That might work for stories in more traditional perspectives like third, first, and omniscient, but second is such a rarity that it’s likely to throw unwitting readers for a loop. Hence this opening sentence must work on multiple levels: it simultaneously grounds the reader and hooks them.
Bright Lights continues to reinforce its second person throughout the first paragraph. When the sentences aren’t short and punchy, the writing uses “you” liberally: “You know this moment has come and gone, but you are not yet willing to concede that you have crossed the line beyond which all is gratuitous damage and the palsy of unraveled nerve endings” (McInerney 1). To cement the reader even further inside the “you” character’s head, the narrator describes how “A small voice inside you insists that this epidemic lack of clarity is a result of too much [drug powder] already,” then moves in even closer with a description of “your” brain being composed of “brigades of tiny Bolivian soldiers” who “need to be fed” (McInerney 2). This is perhaps the most intimate perspective possible: not only does the second person perspective address the reader directly, which situates them directly in the scene, but the level of interior detail places them in an almost stifling proximity to the narrator and his thoughts.
The text then moves on to inform the reader of “your” backstory by asking quite directly, “How did you get here?” (McInerney 2). (This is also reflected in the chapter title: “It’s Six a.m. Do You Know Where You Are?”) The reader, having just started the novel, is as lost in the new situation they find themself in as the drug-addled narrator is, and the text takes advantage of his confusion to let him reflect on his night and thus bring the reader up to speed. Interestingly, the backstory both separates the reader and character while also bringing them closer. The book could have made the narrator a great deal more blank, which would allow the reader to more easily project themself into the scene once they accept the conceit that they are at a nightclub and high. Instead, it decides to distinguish the two by sculpting the narrator into his own person distinct from whatever personal traits the reader carries to the text.
This reveals an interesting decision that anyone writing in second person must choose: by making the character more distinct, an author risks distancing the reader from them. While this is true for any perspective, the second person has a heightened risk of creating dissonance between the narrator and the narration due to the inherently personal nature of addressing the reader as “you.” After all, if they’re implicated in being a character they do not like or identify with—which becomes likelier the more unlike them the character becomes—the experience of the book is bound to be less pleasant than if they were just observing the character from the outside due to the disconnect. Naturally, most interactive narratives opt for a more blank, neutral character, because the point of the story is the choices the player will make as that character. But Bright Lights clearly has a specific and distinctive character beyond the audience-involved “you” the narration uses. This happened to me while reading the first chapter: the main character was abrasive to me, and hence it felt weird and somewhat icky to seemingly be him.
This leads to the question of why Bright Lights chose second person, placing the reader so close to its bratty, unpleasant narrator, which runs the risk of turning away all but similarly bratty, unpleasant readers. He becomes only more disagreeable as the first chapter continues, mentally whining about the “girls” in the club he’s chosen to attend, calling one “The sexual equivalent of fast food” (McInerney 6), and smugly reflecting on himself as a highbrow art connoisseur. But it seems that McInerney is not endorsing the narrator’s behavior, and it’s doubtful that he’s hoping to attract only readers who honestly and uncritically identify with the main character. Perhaps the second person is meant to make the reader reflect on their own similarities to the character or make a point about how we all could slide into being someone like him if our lives had gone a similar way. Themes of the book and things the narrator goes through—feeling adrift, displaced, apathetic towards the world, coping with loss—are near-universal human experiences, and though the narrator might be a frustrating character to be linked with, I wonder if McInerney is challenging us, as readers, to understand him. Even the most abrasive individuals have reasons for being the way that they are.
Whatever the reason for its second person premise, Bright Lights served as a good case study in how to quickly establish the unusual narrative perspective and set readers’ expectations for their relationship with the main character without sacrificing the opening hook that all stories, no matter the perspective, must have. This is an important task for the beginning of any piece of literature that hopes to use an unconventional point of view, because otherwise the story risks confusing and alienating readers which is the last thing I, or just about any writer, would want. Whether or not I identified personally with its main character, Bright Lights is a good lesson in how to efficiently set up a second person perspective.
-
Mystery stories rely heavily on internal consistency and logical deductions. Nothing kills a mystery faster than a deus ex machina, relevant details being hidden from the audience, or an unforeshadowed solution appearing from nowhere. One of the largest appeals of mysteries—if not the main appeal—is giving the audience a chance to solve the case alongside the main character, speculating and learning as they do. This holds true regardless of whether the story is set in the real world, but speculative fiction has more footwork to do than realistic fiction: the laws of fantasy realms might deviate from our own and the detectives may have to contend with fantastical elements like magic. If the rules of the alternate world aren’t properly established and expectations set, readers are in for a confusing and frustrating time. After all, a mysterious murder in a locked room with no entrance is a lot less intriguing once you learn that people in this world can teleport.
The main fantastical element in Deep Light was the radiance, a blue energy source mined from the ground which forms the basis of the local religion. Radiance is central to the plot and setting; the story takes place in a desolate mining town, the radiance’s power over memory and local superstitions with kernels of truth lead Alex to clues they need, the villain is motivated by a desire to resuscitate the radiance mine, and the turning point of the climax hinges on Alex making a clever deduction about how the radiance works. Radiance therefore had to be extremely well-established or everything else would fall apart around it, but at the same time, I wanted to keep the substance somewhat unknown and intriguing, both consistent enough to support the twists but still uncertain enough to be mysterious. This was a very careful balancing act.
The Velocity of Revolution, which author Marshall Ryan Maresca described in a blog post as “a secondary-world dieselpunk latinx pansexual fantasy filled with tacos, motorcycles and psychic mushrooms,” tackled a similar story element in the form of the aforementioned psychic mushrooms. Myco is a drug which enables its partakers, who are mostly the rebelling underclass, to share thoughts and sensations with one another. Like radiance, myco was central to the plot and needed to be both consistent and mystical, and so the ways in which Maresca introduced and created internal consistency for myco—and where the novel fell flat—helped inform how I managed radiance in Deep Light.
Myco is introduced in the very first chapter when Nália, one of the main characters, consumes it during a motorcycle run to steal petrol from a supply train. (As with Bright Lights’ second person narration, it’s important to set these fantastical features up early.) The audience learns that the drug is most often used during sex—“Everyone she knew had tried the magic of the myco with some willing flesh” (Maresca 6)—and that the psychological effects of the drug are bolstered by speed, making it a useful tool for the bike-gang thieves to sync with each other and avoid police. This is her first time applying myco to something other than sex, and as she and her partner Enzu carry out their mission, readers find out alongside Nália how the drug works. While bonded through myco at the train’s velocity, the two are able to share physical sensations, communicate nonverbally, and sense allies and enemies in the surrounding area. Having established these rules, it’s a shock when Nália and the readers encounter something that breaks them: a policeman whom the drug doesn’t detect and who is therefore able to capture Nália.
The story then switches to the perspective of the policeman, Wenthi, and readers get to see the upper classes’ view on the myco. Wenthi, despite being upper class, had grown up in a time when the mushroom was used as a weapon of biological warfare and now has a knee-jerk reaction to its use. In a conversation with Dr. Shebiruht, a woman who turns out to have been the architect of the myco-based bio weapons, Wenthi explains that he believes that “You can lose yourself into it. Too much, you go all the way into yourself, into the other person, and both of you become shells, locked into your body. Or a mindless empty” (Maresca 63). He recalls newsreels of victims in Nemuspia who “became mindless horrors, their bodies wasted and withered [...] Millions upon millions, turned from vibrant, vital people into empty shells that only knew hunger” (Maresca 68) when a myco weapon designed by Shebiruht accidentally went off. Shebiruht, who thinks this view is ignorant and finds the Nemuspia incident embarrassing, reveals to Wenthi and the reader that there are many location-specific strains of myco, and the atrocities she orchestrated were not founded on the local one. Her experiments mixing them have led to effects that will allow Wenthi to go undercover by placing Nália’s consciousness in his mind through a one-way connection (rather than the usual two-way connection) that he has dominance over.
This combination of powers has the potential to seem arbitrary, but the book has set up an internal logic that makes the powers of the myco feel rational. Nália’s experience on the drug establishes what the local strain of myco can do and suggests more broadly that its powers affect the mental states and relationships of people using the drug. Once readers find out that there are more strains, it feels consistent both that they have different powers and that the different powers also affect users’ mental states in ways that seem complementary to the main strain. The “family resemblance” of these powers keeps the myco from both becoming an inconsistent, random tangle of powers. The Velocity of Revolution also dodges concerns about why this kind of powerful effect hasn’t been widely exploited: Shebiruht is a cruel doctor on the cutting edge of myco science—a kind of Josef Mengele of mushrooms—and this is a completely new application of its power, while the rebels are poor, desperate, and oppressed, using the myco in the best ways they know how. (As a side note, the story uses Shebiruht to make a biting commentary about the willingness or even eagerness of governments to excuse war criminals if they believe their own states can benefit from the criminals’ service.)
The internal consistency of the myco’s powers—fundamentally, it alters or enhances the mental states of its users, and speed strengthens its effects—make it a stable part of the plot, and readers have a solid, grounded idea of what it can and cannot do. When characters use it in clever ways, it makes sense. For instance, because the story established that speed heightens the myco’s effects and that it usually functions as a two-way connection, it makes sense that Nália might be able to reverse the dominance of Wenthi’s connection to her during moments of intense speed.
Unfortunately, this stability begins to break down near the climax of the book. The myco’s powers become frustratingly arbitrary in the story, which gives us a cautionary tale on top of the story’s otherwise well-handled treatment of the drug. While I can accept that two people mentally who have been fused with a powerful form of the myco might be able to take control over each other’s bodies, I do not buy that they could control completely non-bonded, non-myco-using strangers’ bodies as well. However, this is exactly what happens during Nália and Wenthi’s escape from prison—which, in an added layer of inconsistency, is set in a completely stationary building with none of the bolstering effects of speed that would make such a maneuver slightly more plausible. The myco is eventually used in increasingly unconvincing ways: to mentally hijack radio waves (Maresca 272), broadcast a lifetime of memories into an unrelated person’s mind (Maresca 334), create shared spaces outside of time in which to converse (Maresca 328), and make foreigners violently sick (Maresca 348), the lattermost of which conveniently solves the central conflict of the book. In other words, the myco became overpowered through losing sight of the internal logic that made it a compelling contribution to the story in the first place.
That said, I do see what Maresca was attempting to do through this conclusion. Velocity takes place in a heavily Latin American-inspired setting and engages with themes of discrimination, colonialism, resistance, and caste struggle. The rebels are fighting an oppressive occupying government who, following a devastating war, took their land by force and shunted the native peoples into slums and shantytowns on the fringes of society, their magical myco outlawed. The caste system is based on how much indigenous blood a person has, and those with less or none are at the top of the hierarchy. Throughout Velocity, using the myco is both an act of rebellion and how the characters reconnect spiritually with what’s been taken from them. In a way, the indigenous myco taking back the continent is an understandable symbolic choice, even if it’s a questionable plot one. At the same time, though, using myco as a quick fix to systemic issues rings hollow if Velocity was trying to make a larger point about how to address colonialism in the real world, which it seems to want to do with how carefully it set up the world and its politics, its messaging about how solving the issue is larger than defeating any one person, that it will take more than just underclass rebels to institute real change, and so forth. (The ending also has unfortunate white savior undertones, but this is a separate issue from the myco’s inconsistency.) Had Velocity been a mystery, it would have fallen apart even more.
-
A common stumbling block in mystery stories is maintaining tension when there’s no immediate, obvious threat lighting a fire beneath the protagonists. This fire usually takes the form of time pressure (they need to solve the mystery within a given time frame), danger of a bad event repeating (the killer might strike again), or some combination of these. Time pressure is the surest bet, but it doesn’t work for all stories, including Deep Light. Until the twist that Maude is still alive happens and the time pressure of the full moon kicks in, Alex has no big reason to hurry besides their own determination. If neither time pressure nor threat is employed, the audience needs a reason to be worried for the characters beyond a broad, vague concern that it might make them feel bad or maybe damage their professional reputation if they don’t solve the mystery. That said, the latter can work in tandem with time pressure; in Zootopia, for example, protagonist Judy is set up by her superiors to fail when they give her a deliberately short time span to solve the mystery or risk being booted from the police force and failing her ambitions of being the first rabbit officer.
Malka Older’s annoyingly-titled 2023 novel The Mimicking of Known Successes has no time pressure or looming threat, at least at the start. The initial tension is a disappearance, and at first it seems that it was a suicide under strange circumstances but not ones that suggest immediate risk. Its second main thread follows a quiet rekindling romance between the main characters, which, again, does not have any built-in time pressure or threat. For the most part, Mimicking is a story about talking to people in an unfamiliar landscape (a series of space platforms encircling Jupiter). Because character interaction drives most of the narrative, with only one or two physical threats, it’s an interesting case study in contrasting peaks of tension with simmering valleys. The storyline of the protagonists’ relationship pairs with the mystery they’re solving, and each helps the tension in its own way: often, when one dips, the other peaks, building a jagged gradual upward line to the climax.
The story begins with a short prologue wherein Mossa, an Investigator, interviews a barkeep on a remote platform. The audience learns that a scholar (Trewl) from a large school in Valdegeld apparently visited and then vanished from the platform. In the first chapter, the POV of the novel shifts to that of Pleiti, a scholar at the same university, Mossa’s former girlfriend, and the viewpoint character for the rest of the novel. This chapter sets up the emotional stakes of the story while advancing the intrigue of the mystery plot as Mossa explains to Pleiti why she’s returned. Pleiti is unhappy with Mossa’s half-decade absence and her unattentiveness to their prior relationship. She’s worried about being used by Mossa. Mossa is clearly uncomfortable with how long she was gone without contacting Pleiti as well, but will not say as much explicitly. The tension is best illustrated in this short segment at the beginning of their conversation:
“What are you doing here?”
Mossa, I was pleased to see, looked a little ashamed. “I thought you’d suggest a cafe or something. But I’m glad to see your rooms. The scholar suites are—”
“What. Are you doing here?”
Mossa looked even more uncomfortable. “It’s work.” (Older, 12)
The dialogue shows each character’s approach to discomfort: Mossa tries to dodge around it, while Pleiti, clearly upset, cuts right to the point and doesn’t let her slide away. In the same conversation, we also see why the two still care about each other and how they would still be compatible as romantic partners. The exchange both sets up their relationship arc and gives the reader more details about the mystery as Pleiti presses Mossa. Thus the tension rises higher than its level in the prologue despite this scene being mainly an intimate discussion of facts.
The next section mostly concerns talking with the missing scholar’s colleagues, which, because they are mostly strangers, drops the tension from where it was in the first chapter. However, the gap is filled by the novelty of Valdegeld and how post-Earth human civilization looks. Pleiti’s department, Classics, is dedicated to the study of old Earth, and the Preservation Institute (or “mauzooleum,” as Pleiti calls it), the only locale where live animals still exist, is a central location to the story. They visit to determine why Trewl, a Modern scholar, might have shown an interest in the place, and the story receives its second spike of tension: a caracal attack (Older 42-43). After fending the big cat off, the two quickly set about theorizing whether it escaped or whether it was set upon them. This ups the overall tension again: rather than this being a simple missing-persons case, it’s now clear that someone is probably out to get them. Mossa and Pleiti return home to tend Mossa’s wounds and speculate, weaving in an exciting additional mystery.
The stakes rise even higher in the next chapter, when the homeless end-of-the-world preacher Rechaure is found murdered (Older 54-55). This is an interesting plot point because to the characters, the death is ostensibly unrelated to the Trewl case, but a genre-savvy audience knows that there’s no way they’re unconnected. That means that the increase in stakes largely exists metatextually as the reader waits to see how they connect and demonstrates that tension can heighten for the reader without characters being any wiser, even in a first-person narrative. The new intrigue once again carries the plot through another section of interviewing and a dinner date between Mossa and Pleiti, where the relationship is allowed to return to full focus. Pleiti remains uncertain as to Mossa’s intents, and Mossa seems distant and regretful for how unheeding of Pleiti’s needs she acted during their college romance (Older 73-74). Pleiti begins to hope for a new start to the relationship, but she’s still still unsure of the socially awkward Mossa’s intentions:
Surely she would not use me, play with my affections so that I would assist her? No, Mossa would know that she did not have to, and she could be thoughtless but she was not needlessly cruel. Was she, perhaps, hesitating to say what she wanted?
Or was she only oblivious? That was far more in her character, as I understood it.
(Older 76)
With the relationship potentially on the mend but still teasingly uncertain, the story returns its focus to the mystery and investigation of the caracal attack. More investigating and interviewing ensues, keeping the tension lower but still simmering. Two chapters later the next spike arrives, hitting on both the mystery and relationship axes: Mossa attempts to slip away from Valdegeld without Pleiti to look into a potentially dangerous lead, leading the latter to track her to the rail station. Pleiti insists on accompanying Mossa, who’s ashamed about the way she acted, and together they head to an abandoned factory. On the way there, Mossa reveals that she thinks the murder and disappearance are connected, and that they have something to do with the Preservation Institute, from which a seemingly random collection of frozen cells has been stolen.
From here, so close to the end of the novel, tension climbs without much pause towards the climax. At the factory, the two are attacked by Trewl himself, who they manage to subdue and capture, bringing him back to Mossa’s apartment. Interrogation gets them nowhere, and the two instead go for a walk to discuss the new developments. The conversation turns to their relationship, and during this exchange, Mossa admits that she’s been resisting romance with Pleiti because she fears she hasn’t changed since college and wouldn’t be good enough for her. The chapter ends with a kiss in a small garden. Pleiti, as a Classical scholar, takes a moment to appreciate the surroundings—and has a realization about the mystery that sets up the climax: the cells are not randomly collected, but all part of a potential ecosystem, and Trewl and his colleagues intend to return to the burnt-out Earth with them, steamrolling the delicate plans for planetary rehabilitation that the Classics department had been planning for so long.
The tension is at its highest in the book during the following climax scene, as it should be. Mossa and Pleiti rush to stop the rocket launch carrying the villains and the cells, but are unable to prevent it after a fight breaks out and Mossa is nearly killed. Pleiti drags her to safety and can only watch helplessly as the rocket departs.
The final chapter consists mostly of the protagonists recovering and explaining to the shocked authorities what happened. The question for the next book is what to do about the escaped rocket now that it’s out of reach, and the ending is still satisfying in that Pleiti and Mossa have embarked on a gentle restart to their relationship, now older and wiser than they were during their college romance.
It’s worth noting that Mimicking’s strategy also works due to the tension level it establishes at the beginning of the story. Had it begun with an action scene or something more obviously high tension, it would have set the wrong expectations for the audience, who might assume that the tension will be similarly high throughout and be disappointed by the lengthy interviews and slow investigations that follow. Instead, it cleverly begins its story with a conversation, more accurately setting the stage for what the main activities of the book will be.
Creative Reflection
I consider Deep Light’s place among its peers, the process of writing the novella, and the future of the project (as the story itself remains unfinished).
-
As I mentioned earlier, Deep Light is a difficult work to place in both what books it could be considered most related to and what category it falls into. In steampunk, it’s unusual to have an alternate world setting, especially not one that’s more 1920s than Victoriana, and also one that mostly doesn’t feature the wild, ostentatious technology the genre is known for. While it might be a steampunk Western at least in aesthetic, the Western aspect is mostly in the setting details—and maybe the grizzled sheriff—but not in the story itself. Plot-wise, Deep Light is more squarely a mystery than it is steampunk in the classical sense, but even here, there are differences. Alex straddles the line between an accidental detective and a real one; they don’t have the total ignorance of the former, but they also don’t have the official connections and authority of the latter.
Given all of this, peers are hard to identify, but I could name a few contenders. They likely include Malka Older’s The Mimicking of Known Successes, which borrows heavily from Victorian detective fiction despite being set on a series of platforms ringing Jupiter; Martha Wells’ All Systems Red, which follows a reclusive security bot tasked with protecting a team of scientists after their predecessors disappeared; or Max Gladstone’s Three Parts Dead, a mystery set in a fantasy semi-steampunk city with an aspiring lawyer racing against time to unravel the truth behind the death of a god. All of these are science fiction and/or fantasy stories with prominent mysteries that deal with similar issues in terms of worldbuilding, pacing, and foreshadowing as Deep Light. I wonder if there are others more tightly related that I simply haven’t encountered; Cherie Priest’s Boneshaker, for instance, is a notable work of modern steampunk that I haven’t yet read and might qualify as a peer to Deep Light as well. Less related are fantasy mysteries like Seanan McGuire’s Rosemary and Rue, which was relevant in its detective aspects and helpful as an example of introducing magical elements to a mystery story, but wildly different in the contents of its worldbuilding (urban fantasy set in the real world).
I hope that the ways in which Deep Light deviates from the novels that might be considered its ancestors and peers means taking the genre in a new and fresh direction. Perhaps someday it might be cited as the predecessor of or inspiration for future difficult-to-place steampunk-Western-fantasy-mystery works. For now, I can only dream.
In terms of craft, outside of the works above whose techniques I studied, I challenged myself to pay greatest attention to two elements: foreshadowing and setting description. I wanted no aspect of the plot to go unmentioned before it appeared, considered no detail too small to set up. As a reader, nothing is more satisfying than seeing a piece of foreshadowing come to fruition, and this technique is nowhere more important than mystery stories. I tried to use a sort of setup-reminder-payoff model: subtly mention the detail, subtly bring it up again later at least once, and then finally see it pay off. A clear example of this was the way I set up the full moon’s significance; it’s described as waxing on page 18 as a setting detail, then Bax mentions the effect of the moon on the radiance’s power, then Eloise links moon cycles to the radiance as well, then Alex spots a moon chart on the wall of Hal’s office, and so forth, so that by the time the moon is revealed as a ticking clock, it makes sense. I couldn’t always do all three steps (Dave is only mentioned once before he becomes relevant) but this structure was my goal. Ideally, the reader wouldn’t even notice they’re being fed relevant information until the reveal happens and then they can go back and see how it was set up. Three Parts Dead, though I didn’t analyze it for this project, is actually an excellent model for setup and payoff; it has what’s probably one of the best-executed plot twists I’ve seen, and I’ve tried to learn from it and others how to pull together plot strings to reach an unexpected yet satisfying and sensical outcome. If the reader, knowing what Alex knows, is able to put the pieces of the mystery together themself, then I’ll have done my job well. I know some authors chafe at the idea of readers guessing their twists, and it’s true that you have to walk a fine line between subtlety (the clues can’t be too overt, obvious, or easy to spot) and visibility (if the clues are too subtle, the reader might not remember them at all and be confused at the payoff). But I tend to think that if readers guess the reveal, that means they’ve been attentive and engaged, and the author has done a good job with their setups.
Environmental description and sensory detail were another focus of mine over the course of the project. Nothing bugs me more than when I can’t clearly imagine a location or when nothing about the setting seems unique rather than generic, and I wanted to avoid that at all costs. I think I’ve put in enough work to be quite good at my description, and I find that more is almost always better. I was quite excited about showing off Blund’s Pass; in fact, the idea of a spooky mine and an abandoned mining town were what sparked my interest in this story in the first place. North Blund Radiance Mine is based off the Kennecott mine in Alaska, and the rest of the setting was inspired partly by my own hikes through ghost towns and partly by the American Southwest portrayed in As Dusk Falls, which led to more research and really falling in love with the beauty and visuals of the landscape. I hope I’ve captured both, and I think that I have.
The works I studied as elements of craft also had an impact on my work. After analyzing Bright Lights, Big City, I changed the sentences in the first chapter’s opening paragraph to quickly and solidly establish the second person viewpoint. Like Bright Lights, I decided to begin the novel with the pronoun “you” and ground the narration right away. Similarly, I took some tips from The Velocity of Revolution when I set up the radiance. I introduced radiance in the first chapter (pages 6 and 7) and established that “everything from the streetlights to the airships runs on the radiance” in this world. During Alex’s initial conversation with Eloise, I slipped in a hint that there might be something more going on with radiance by mentioning the local superstitions surrounding it and then referencing religion, creating a cultural lore that challenges what Alex (and the readers) think to be true about radiance so far. Eloise asks Alex about their spirituality, which comes back later when Alex begins to question what they think they know about radiance and becomes increasingly unsettled. Their dream and interactions with Bax set up its connection to the mind and the idea that there’s something more than woo-woo to the Blue Dreaming. By the time they read Maude’s journal, the theory that radiance holds memories should seem plausible and make sense to the reader; despite it being a completely fictional substance, I want it to have the internal consistency that the myco did for most of Velocity.
Plot was more difficult and perhaps the thing I struggled with most throughout the project. My writing process is linear; I explicitly plan maybe a chapter or two in advance at a time while still having a vague idea of what will happen further down the line, compiled into long strings of bullet-pointed ideas in a planning document. Mostly, this took the form of (a) events that I wanted to occur at some point, but not in what order, and (b) a lengthy description of what actually happened that I worked into the plot as I went along, so that I had something I was aiming for and a clear idea of what to foreshadow. I’m still not entirely satisfied with the outline I turned in with the final project, but I’m happy to have put one together; it forced me to pin down details like where Maude’s notebook was and whether Alex went to Spire Butte or got intercepted by goons beforehand. Another problem is the tension perhaps remaining too low until the twist and Alex’s kidnapping, when it leaps through the roof for the climax. Introducing the full moon as time pressure earlier could be a good way to do this, but without knowing that Maude is alive and the full moon is relevant, I’m struggling to conceive of how that would work. However, none of my readers seemed to think low tension was a problem, so perhaps I’m imagining an issue where there is none.
From here, I plan to let the draft sit for a few weeks, then return to my outline. I like the next few steps that I planned—Alex’s curiosity overcoming their skepticism to try Bax’s mixture, then the discovery of the notebook and Dave’s arrival—so I will probably keep those, but the later events might change significantly. I think that Dr. Singer was correct in identifying the mysticism of the radiance and the connection between Maude and Alex to be the most interesting parts of the story, so after I get feedback from my two readers I will go back and consider how to better center those aspects in the climax. Once I get that solidified more, I will return to writing and hopefully finish the rest of the story, then share it with beta readers and then editors and then maybe, someday, publishers. I know it’ll be a long road to get that far, though!
This has been an immense and immensely rewarding project to undertake, and I cannot overstate how helpful the support and feedback of Dr. Singer and my classmates in the workshop have been. I haven’t embarked on a story this long in years—since early high school, probably—and certainly not one writing at this level. All of the reading and learning I’ve done the past four years as an English major have finally culminated in this project, and I’m happy to say I’m proud of it. I can’t wait to continue.
Works Cited
Aldiss, Brian. “Science Fiction.” The Oxford Companion to Crime and Mystery Writing, edited by Rosemary Herbert, Oxford University Press, 1999, pp. 397-398.
Cox, J. Randolph. “Accidental Sleuth.” The Oxford Companion to Crime and Mystery Writing, edited by Rosemary Herbert, Oxford University Press, 1999, pp. 5-6.
Ferguson, Christine. “Surface Tensions: Steampunk, Subculture, and the Ideology of Style.” Neo-Victorian Studies, vol. 4, no. 2, 2011, pp. 66–90.
Maresca, Marshall R. “The Velocity of Revolution.” Marshall Ryan Maresca: Fantasy & Scifi Author. 20 May 2020.
Maresca, Marshall R. The Velocity of Revolution. New York, Daw Books, Inc., 2021.
McInerney, Jay. Bright Lights, Big City. Random House, Inc., 1984.
Miller, Cynthia, and A. Bowdoin Van Riper. “Blending genres, bending time: Steampunk on the western frontier.” Journal of Popular Film and Television, vol. 39, no. 2, Apr. 2011, pp. 84–92.
Muller, Marcia. “Chandler, Raymond.” The Oxford Companion to Crime and Mystery Writing, edited by Rosemary Herbert, Oxford University Press, 1999, pp. 60-61.
Nevins, Jess. “Prescriptivists vs. Descriptivists: Defining Steampunk.” Science Fiction Studies, vol. 38, no. 3, 2011, pp. 513–18.
Older, M. The Mimicking of Known Successes. New York, Tor Publishing Group, 2023.
Pho, Diana M. “Leftist Constructs.” Overland, no. 207, 2012, pp. 33-37.
Poirier, Monique. “Overcoming the Noble Savage and Sexy Squaw: Native Steampunk.” Beyond Victoriana: A Multicultural Perspective on Steampunk. 21 Nov. 2010.
Reilly, John M. “History of Crime and Mystery Writing.” The Oxford Companion to Crime and Mystery Writing, edited by Rosemary Herbert, Oxford University Press, 1999, pp. 210-222.
Rose, Margaret. “Extraordinary Pasts: Steampunk as a Mode of Historical Representation.” Journal of the Fantastic in the Arts, vol. 20, no. 3, 2009, pp. 319–333.
Wolfe, Gary K. “Roundtable Discussion on Proto/Early Science Fiction.” Science Fiction Studies, vol. 36, no. 2, 2009, pp. 193-204.