• A short story by Jon Ingold. When I first read this, in a Cambridge May Anthology, I thought "this chap must write Interactive Fiction". It turns out he does, and writes very good IF. He's also a maths teacher now, I believe – but he also wrote this several years ago, and it's a lovely little short story about all the things you can only do in writing.

Semaphore Networks

07 June 2010

I’ve just finished reading Keith Roberts’ novel Pavane. It describes an alternate history of late twentieth-century England, in a Europe ruled by a proscriptive Catholic church that has cracked down on technology and progress. The petrol engine is all but vetoed; electricity is heresy. Coal power is as advanced as things get.

The book takes the form of a series of linked short stories, described as measures; the rigid, stately dance of the pavane is an important metaphor for the wheels of repression and revolution, and though only directly referenced at one point, hangs over the entire book. It’s a beautifully written piece, especially as a piece of SF; delicate and ethereal in its description of the myth and magic rooted in English history, solid in its telling of a world where backstory has to be uncovered, rather than laid out.

Right now, though, I wanted to share a quotation, both for the vision it describes and the design it fictionalises.

In Roberts’ England of the late twentieth-century, the primary long-distance communication method is sempahore. Towers of various sizes, from giant, 12-man beasts, to little repaters, litter the landscape, and messages are transmitted, encrypted, across the nation. The Guild of Signallers is a powerful group as a result, and semi-autonomous from the church. These messages are not just sent point-to-point, either; they travel the land, bundled up with routing instructions, finding new routes when towers break down.

And, in one marvellous passage, coaxial messaging is explained:

The actual transmitted information, what the Serjeant called the payspeech, occupied only a part of the signalling; a message was often almost swamped by the codings necessary to secure its distribution. The current figures for instance had to reach certain centres, Aquae Sulis among them, by nightfall. How they arrived, their routing on the way, was very much the concern of the branch Signallers through whose stations the cyphers passed. It took years of experience coupled with a certain degree of intuition to route signals in such a way as to avoid lines already congested with information; and of course while a line was in use in one direction, as in the present case with a complex message being moved from east to west, it was very difficult to employ it in reverse. It was in fact possible to pass two messages in different directions at the same time, and it was often done on the A Class towers. When that happened every third cypher of a northbound might be part of another signal moving south; the stations transmitted in bursts, swapping the messages forward and back. But coaxial signalling was detested even by the Guildsmen. The line had to be cleared first, and a suitable code agreed on; two lookouts were employed, chanting their directions alternately to the Signallers, and even in the best-run station total confusion could result from the smallest slip, necessitating reclearing of the route and a fresh start.

I really liked that.

It’s not a representative passage of the book as a whole, though; Roberts isn’t obsessed with the machinery of a low-tech world, but the thought behind his world-building is evident throughout, and I loved (in this case) the construction not only of the mechanics of sempahore towers, and the shape of the network, but also documenting the skills and learning necessary to master it. It felt worth sharing, overlapping so many interests all at once.

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  • "What this magazine requires," he said, "is red-blooded, one-hundred-per-cent dynamic stuff, palpitating with warm human interest and containing a strong, poignant love-motive." "That," we replied, "is us all over, Mabel." "What I need at the moment, however, is a golf story." "By a singular coincidence, ours is a golf story." Lovely short Wodehouse about the coming of Gowf to a far-off land.
  • "Perhaps we should be turning up at the cinema expecting more stories about resilience, or reports from the future where the problems are what to do with limitless energy, or Japanese consciousness multipliers, rather than dustbowls and gasmask hipsters. Authors: is that nihilism really what you want to leave behind? Your silhouette a stoop, rather than a hurrah?" Jim, quite rightly, likes his "shiny retro shit".
  • "An 11 minute documentary exploring the merits and impact of pixel art, animation and chiptune music." Nice interviews, careful, and thoughtful.
  • "Our original inclination was to put game content under "~/Library/Application Support/Steam", along with the other support files Steam uses. The problem is that uninstalling an application is meant to be as simple as dragging it from the Applications folder into the Trash. However, uninstalling Steam this way will leave all of your game content on the drive, which could easily be quite a few gigabytes of wasted space. Our solution was to put the content in a very visible and often used location so users could easily find and delete the game data if they didn't want it anymore. That's right, we chose the Documents folder specifically because it was visible and often used — the very reasons users don't want it there." Well done, Valve, for explaining this in the short term, and providing a solution in the long term. (And: their thinking wasn't so woolly, really).
  • "The route of the [Metropolitan] line between Paddington and Bayswater (opened in 1868) necessitated the demolition of 23 and 24 Leinster Gardens, situated on a long, upmarket terrace of five story houses, and it was decided to build a 5ft-thick facade which matched the houses either side of the break."
  • Back in 2006, early on a Saturday morning, artist Julien Berthier installed a new door in the city of Paris—but it was a fake door, leading nowhere, on an otherwise empty wall in the 3rd arrondissement… Unbelievably, Berthier adds, "Almost 4 years later, the address still exists. Regularly graffitied it is even cleaned by the city service.”
  • "Outside of the novel setting, the individual multiplayer games have nothing substantial to offer a person other than progression. This is pretty ordinary stuff.<br />
    <br />
    There are so many things to do in the actual game that you'd want to do with other people: you'd want to play horsehoes, or Poker, or Blackjack. Even those would be diversions, though. You'd want to drive cattle, or steal them; you want to cut a slice of that country out and see what you could make of it – or get yours riding rough over the smaller towns. As it stands, you're given desperately limited access to a sterile, stricken place without heart or memory." (RDR is great, no question of that, but I think Tycho's right about the missed opportunities of Free Roam. More on this in a proper blog post, coming soon).
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  • "Do you see this? It's the world's tiniest open-source violin." Yes.